darkinnit wrote: RF has become the new leader because it is stable and has an API that mods can easily hook into.
Sadly, most of the mods that use it aren't very techy.
It's like many of them have an aversion to actual modern technological/industrial looking aesthetics. Even Ender IO has this problem with its "power conduits" instead of wires, so I'm still a bigger fan of IC2 than it (and though Ender IO is growing on me, it needs more content and less silly additions like the magitech... staff thing).
I wish at least one group of modders in the RF-using community would stop trying to add magic or alchemy or mad science to technology...
Automatically Appended Next Post: I know I'm being picky, but one of the biggest reasons I liked IC2 is that it felt like you were progressing from caveman to hi-tech in a way that made sense and felt natural to Minecraft. No other mod has really captured that, for me...
darkinnit wrote: There was one turtle in the nether, one in the end and the third in the overworld belonged to ETomb who was online at the time, so he's already aware of it.
The other two are mine. My apologies. Will fix.
As an aside, is a rescue-me-out-of-this-hungry-node a possibility or out of the question?
This isn't strictly server related, but oh well.
I was talking to Mel about this on the server earlier, but if you guys like tech progression and stuff, I'd recommend checking out the "electrical age" mod. It's quite realistic, and very fun.
darkinnit wrote: RF has become the new leader because it is stable and has an API that mods can easily hook into.
Sadly, most of the mods that use it aren't very techy.
It's like many of them have an aversion to actual modern technological/industrial looking aesthetics. Even Ender IO has this problem with its "power conduits" instead of wires, so I'm still a bigger fan of IC2 than it (and though Ender IO is growing on me, it needs more content and less silly additions like the magitech... staff thing).
I wish at least one group of modders in the RF-using community would stop trying to add magic or alchemy or mad science to technology...
Automatically Appended Next Post: I know I'm being picky, but one of the biggest reasons I liked IC2 is that it felt like you were progressing from caveman to hi-tech in a way that made sense and felt natural to Minecraft. No other mod has really captured that, for me...
Radio Frequency isn't tech enough for you? I've always pictured RF as Microwave traveling down a wave guide. EnderIO fits into the base game nicely because it doesn't add any crazy extra ore types into the game, same with Blood Magic.
Can I just say, wow Speed 2 Ender Quarries drain power fast. And here I was thinking my current power system was a bit overkill... now it's nowhere near enough!
Rain seeds spread every time it rains as long as you have at least one mature rain plant in the biome. So if you had several you probalbly have a lot of them.
So my laptop (which I got in September) hard drive is failing, so I'm having to send it in for repairs (should take about a week). In the meantime I won't be on because the computer I'm using (with it's impressive 1GB of ram ) refuses to even run the FTB launcher. In the meantime, anyone who lacks stuff can feel free to nab stuff from the AE system in my base (within reason).
Was thinking of doing an Agrarian Skies run... not sure if I want to go through the hassle of doing the video though as I wouldn't be adding my voice to it.
Also fire flower and helium seeds? Working my way up pneumaticcraft but can't find iether of those.
Automatically Appended Next Post: Thanks for the nether wart, Tikka. we found the helium/fireflower seeds on our own thankfully. Does anyone have a skeleton farm? slowly getting the bones I need, since I foolishly ground up all the bones I had and then realized I needed bones, not bonemeal, for a few recipes.
Yeah, I should have a full barrel of bones by my mob grinder in my base, same place as the pearls are. (I'm ETomb, btw)
It's in the basement, just go to the one corner in the main entrance that isn't full and crouch. I'm starting to think that I should make the basement entrance more apparent...
Argh.... so I keep getting ridiculously bad desync. Log on to the server and I can move around ok, usually... But I try to open a chest and it takes like a minute and a half... same with the chat :/
No idea whats causing it, but its a recurring thing for the past week or so.
So I'm starting to get in to minecraft, used to think it was quite silly but i've actually enjoyed it... go figure
So here's my question. All the mods in the FTB pack say for 1.7.10. I see that 1.8 came out in September, with 1.8.1 a little over a month ago. As I downloaded the demo yesterday, my copy is 1.8.1. My assumption is the 1.7.10 mods will not work with 1.8.1?
But yes, you are correct. 1.8 (I believe) made some significant changes to how the game is coded, (or was that between 1.6 and 1.7?) so mods don't work or crash the game if you try them in a different version.
However, I'd suggest playing in Vanilla for a while before going full mods, just to get used to the way the game works and get a good introduction to the basic enemies (mobs) and mechanics.
Yeah, go on the vanilla server first. Get used to it for a while, then when you're comfortable with the basic mechanics, you can try something simple out in FtB. Depending on your tastes, there's a lot of stuff you can do. Even beekeeping, if you can believe it.
Are their any useful mods within FtB that wouldn't get crazy? I've seen some screen shots with mini maps and recipes. I also see you can set up a profile and tell it to play with a previous version (so it can be set to 1.7.10)
Kiwi461 wrote: Are their any useful mods within FtB that wouldn't get crazy? I've seen some screen shots with mini maps and recipes. I also see you can set up a profile and tell it to play with a previous version (so it can be set to 1.7.10)
You really don't have to use any of the mods and can even play Vanilla is you want. Many of the mods are just options for things that you can build if you so desire. Two of the mods, WAILA and NEI, are very useful as an in-game reference to identify what you're looking at (WAILA) and what the recipe for any item is (NEI).
As for mods that you can look up to begin, Thermal Expansion is pretty much made to be a very basic mod that covers all the fundamentals like ore processing, power production, equipment charging, and such. Tinker's Construct is also a very low-tech mod that allows you to create some rather powerful/useful tools with extreme customization with the benefit of having a very low barrier for entry.
For really basic stuff, our patron saint Darkinnit was nice enough to set up a ton of stuff at spawn that'll cover much of any earlygame stuff. Additionally, once you get on, if there is someone else on, just ask any questions and they'll be able to answer any questions you may have.
I somewhat agree with the idea that you should familiarize yourself with vanilla first, but then again FTB is basically vanilla with just tons of extra stuff added onto it. You could just do pure vanilla on FTB if you wanted to. Personally, FTB has spoiled me enough that it's hard to play vanilla.
I see the Direwolf20 pack has been updated to version 1.0.3, but I'll look at upgrading the server tomorrow. Stay on 1.0.2 for now if you want to play on the server.
The Direwolf20 server is now updated to version 1.0.3
If you get an error message when viewing the map, hold CTRL and refresh to force a refresh (I've updated Dynmap to 2.1 too).
Automatically Appended Next Post: Furthermore, as a few people have experienced this:
"If your maps/waypoints are missing after the update, look in minecraft/journeymap/data/*/ and move the old folder contents to the new one."
In this case, it will be:
[your FTB folder]/Direwolf20_17/minecraft/journeymap/data/mp/
There'll be two folders in there for this server, one with a load of extra characters on the end. Copy the waypoints from the one without the extra characters into the folder with the extra characters on it.
You only need to do this if your waypoints are missing and you want them back. If you can live without them or recreate them ingame or aren't having this problem, you don't need to do this.
Yep, there's room for the full 6 tiers. The large pillars in the background are the ones for the T6 altar.
I'd like to say the cages were entirely my idea but they weren't, I was inspired by Ako the Builder's funky locomotion altar design which he had cages like that
Currently building a public Wither Skele grinder. I'm almost done, I just need to get the items to route properly
EDIT: Grinder is done, however it is very slow. EDIT 2: If I can get some more skeleton spawners I could speed it up, but 1 should do for now, hopefully.
Got my blood altar built up to T5 today so I started doing a bit more research on the Demon Invasion ritual.
Found out it has a massive 1000 block range... so when I actually get around to doing it (which won't be for a few days at least, I need to make the reagents still) where should I put it Dark?
Also, I don't know whether the FTB launcher already did this when it was updating Dark, but WayofTime said "If you want the full experience of the Demon Invasion, you have to delete your config/BloodMagic folder." because the schematics can be out of date.
But yeah, as I said it will most likely be a few days before I'm ready to begin the invasion.
At least the server only needs one since demons keep spawning.
As a side note I wrote daemon instead of demon both times when I first wrote this post... heh heh.
Matt.Kingsley wrote: Got my blood altar built up to T5 today so I started doing a bit more research on the Demon Invasion ritual.
Found out it has a massive 1000 block range... so when I actually get around to doing it (which won't be for a few days at least, I need to make the reagents still) where should I put it Dark?
Also, I don't know whether the FTB launcher already did this when it was updating Dark, but WayofTime said "If you want the full experience of the Demon Invasion, you have to delete your config/BloodMagic folder." because the schematics can be out of date.
But yeah, as I said it will most likely be a few days before I'm ready to begin the invasion.
At least the server only needs one since demons keep spawning.
You'll want somewhere flat for best results, just make sure it's far enough away from anyone else. Overworld is fine as long as it's not too close to anyone, but you could also choose a distant spot in the mining age.
When I update the server I always start from a fresh new installation and import the world save etc - the config/BloodMagic folder is fresh on the server, so don't worry about that.
Ok in that case I'll find somewhere far off in the Mining Age, just to be safe.
I thought it was going to take me a while to get all the resources for it, but it didn't. I already have the reagents I need. All I need to do is get the life points (which isn't hard).
If others would like to watch invasion begin I'll save activating it until more people are online.
EDIT decided on a spot that's more than 1000 blocks from the mining age portal, and far enough it shouldn't effect anyone's quarries
You could also just put it on an island. It'd be kinda cool to have a Demon Isle. I don't think any of the inhabitants fly, so they won't be too much of a problem.
Unfortunately the roads spread over water last I heard (read)
Update on my progress towards activating the ritual: ~14000000 of the 15000000 LP has been collected. Real close now, should get the amount needed in the next hour or so. Actually, definitely in the next hour, the only way it could take longer is if the witches dies or my altar blew up or something.
And now I have the LP needed. I'll probably wait a bit before starting the invasion, though, in case anyone else wants to see it be activated and raid the buildings as they spawn.
Also, from what I understand, the Demons tend to deal damage that penetrates most others mods' armor and will deal about 8-9 hearts worth of damage essentially two-shotting most anyone not wearing Blood Magic armor.
Matt.Kingsley wrote: Hmm... does anyone have a portal to alfheim (from botania) set up yet? Turns out 8 Thermalilies generate too much mana for a normal one to handle...
I have a temporary portal to alfheim set up next to the large tree north of spawn (across the lake).
It sometimes closes even if its mana pools are full. It usually happens if i use the mystcraft portal book close by; the area stays chunk loaded and the portal does not close if i just log off for a bit. Is that to be expected?
Edit: It seems it doesn't really close in those situations. It's just missing the active portal textures. Weird.
Matt.Kingsley wrote: I'll probably wait a bit before starting the invasion, though, in case anyone else wants to see it be activated and raid the buildings as they spawn.
Did you start the invasion yet? If not let me know when
Thought I should post some actual times rather than the vague "maybe in this many hours?" I posted earlier (for when I'll begin the daemon invasion)
I'm unsure what timezone the "Who's Online?" page of your site, Dark, is using but I should be on around 9PM on the 17th and 18th its time (maybe a bit earlier or later, depending on when I wake up since that's around 7AM the day after my time) and be on throughout a 12-14 hour period after (not all that time, mind you, but I'll hop on the server in that period if I'm bored and have nothing else I have to do).
I want to do it ~9AM, 17th but if but if anyone would rather me do it the next day, I'll wait (though it seems more people are online 9AM Sat than 9AM Sun, so it is probably the better time).
If you're looking to upgrade your altar to T6/get the T6 orb/make some T6 spells or are just looking to check it out, there's a book next to the Nether Portal at the Overworld spawn.
Make sure you have good armour as the demons hit hard (even with their ranged attack) and I'd recommend some form of flight, as the book is on one of the spheres in the air (there are some elevators install but I'm unsure if the one on the ground has been destroyed by the ritual or not.
Special note to anyone playing on the server and taking advantage of the new ability to change your Minecraft username.
It will cause you to lose your Baubles and Thaumcraft knowledge, and also if you have any Thermal Expansion kit set to private will no longer be accessible to you.
Let me know if you change your name and want this stuff back and I'll make the necessary changes server side.
Hey guys, I'm looking to come back to Direwolf, But I'm looking at bunking with someone or staying with others for a bit before striking out on my own, would appreciate some help with either Thaumcraft or Witchery.
Absolutionis wrote:I assume this only applies to the Mojang-name-change and not just /nick
Correct
Doctadeth wrote:Hey guys, I'm looking to come back to Direwolf, But I'm looking at bunking with someone or staying with others for a bit before striking out on my own, would appreciate some help with either Thaumcraft or Witchery.
There's a fair amount of a Thaumcraft setup at spawn in the black tower that you're welcome to use, just don't use the two aura nodes in the white tower yet, I'm slowly building them up to be a good wand recharge station in future. I haven't done anything Witchery around spawn yet though, but feel free to pick an unoccupied spot and set something up.
There's possibly been a change to the belt in the update. I'll restore the items. I also owe you some villagers and doors, as I culled the village when investigating a lack of hostile mob spawns. It turned out to be an issue with King Slimes spawning excessively in chunkloaded slime islands.
There's now another issue with hostile mob spawns since the update, but it's unrelated.
I've restored the villagers. You might want to re-check your belt though, everything appears to be there already. Maybe the keybinding got reset? I have mine set to i, but have to press Shift+i for it to work for some reason.
Also try opening a chest inventory after switching the hotbar to force an inventory sync, in case it is an inventory de-sync issue.
At least as far as Big Reactors goes, it'll output directly to RF. I usually like running it to an EnderIO Capacitor for this. Energetic Infusers from TE are good for this too.
As far as EU, Prolly Pneumaticraft, yeah. They took away energy Bridges a while ago :/
I still don't see why you're so set on mono-power. The resources and time you're spending to convert one to the other could probably just be used to double your energy systems regardless.
That said, MFR cables can be... tricky. They don't always connect properly with certain blocks (from memory they had trouble connecting with the old TE power conduits).
Automatically Appended Next Post: We ran in to a Forgotten Sentinel/Factorization Colossus, but it became invisible and unable to be interacted with even after doing a relaunch of our entire client. Any ideas?
Automatically Appended Next Post: This is all I found:
Hammer (or FZDS, for FactoriZation Dimensional Slices) is a WIP engine upgrade for Minecraft that gives it the ability to move and rotate chunks arbitrarily. It is used to implement the Colossi and the Twisting Block, with more things to come. Unfortunately there are some bugs that happen with Optifine & bukkit/spigot/cauldron right now, and I'm not really able to fix them. However there will also be bugs with other mods, so please let me know about them. Hammer can be disabled by editing hammerChannels.cfg.
was helping Iustis with power (and was just on my way to deliver a wireless charger) and then made the bad decision to go through my old linkbook to the mining age. Its how I used to get to spawn. Dropped me off right next to my mining pits.
I dunno if its been a while or what, but soon as I tried to jump dimensions I crashed, so now Im locked in a loop >< Cant load the world now :/
dark could I get a location reset?
And Iustis- sorry I could get you the charger! D:
EDIT:::
Scratch that.... guess it needed to be loaded a few times. Working now!
Melissia wrote: We ran in to a Forgotten Sentinel/Factorization Colossus, but it became invisible and unable to be interacted with even after doing a relaunch of our entire client. Any ideas?
Automatically Appended Next Post: This is all I found:
Hammer (or FZDS, for FactoriZation Dimensional Slices) is a WIP engine upgrade for Minecraft that gives it the ability to move and rotate chunks arbitrarily. It is used to implement the Colossi and the Twisting Block, with more things to come. Unfortunately there are some bugs that happen with Optifine & bukkit/spigot/cauldron right now, and I'm not really able to fix them. However there will also be bugs with other mods, so please let me know about them. Hammer can be disabled by editing hammerChannels.cfg.
I would wait till there's another update to Factorization in the Direwolf20 pack before trying to take it on. Someone in the thread above reported being unable to join the server after trying to mine the cracked block, so there's that risk too.
Melissia wrote: We ran in to a Forgotten Sentinel/Factorization Colossus, but it became invisible and unable to be interacted with even after doing a relaunch of our entire client. Any ideas?
Automatically Appended Next Post: This is all I found:
Hammer (or FZDS, for FactoriZation Dimensional Slices) is a WIP engine upgrade for Minecraft that gives it the ability to move and rotate chunks arbitrarily. It is used to implement the Colossi and the Twisting Block, with more things to come. Unfortunately there are some bugs that happen with Optifine & bukkit/spigot/cauldron right now, and I'm not really able to fix them. However there will also be bugs with other mods, so please let me know about them. Hammer can be disabled by editing hammerChannels.cfg.
I would wait till there's another update to Factorization in the Direwolf20 pack before trying to take it on. Someone in the thread above reported being unable to join the server after trying to mine the cracked block, so there's that risk too.
It's buggy and will kick you from the server if you're in the chunk with it it seems, but it has a little window when you load it where it acts like normal blocks before it starts using the hammer stuff I guess. So best thing is to avoid them, but if you do get stuck with it like I did before you just keep trying and it eventually works.
It's currently sitting around without the cracked blocks, it should be dead but seems to be acting like its inactive at the moment. So guessing it's actually safe for now, though it should have actually died and vanished instead of what it's doing. It's sort of on a angle across some blocks as well so its a bit glitchy to mine parts off it but the most annoying part of it is done with.
Just the biggest problem with it at the moment is it acts like normal blocks while like an entity at the same time. So the way it seems to bug most commonly was to go invisible or for it to act as an entity and for it to become impossible to interact with the blocks. Relogging and trying in that small window was how I got around it and probably how they should be dealt with at all until they fix it. Thing is just to stop it from wandering off because of how it has the potential to kick people while it moves around.
Melissia wrote: In the mean time, dark, can you offer its drops for free? They're an entry into the mod now...
The Logic Matrix Programmer will still be in dungeon chests in the chunks generated before before the previous update (so 95% of the current map). I think I have a couple and you only ever need one, so you can have one from my stores if necessary.
The logic matrix controller and identifier items are craftable as before.
The colossal blocks have no use (other than trophies).
I think it was the programmer that was the important one, yes. Thanks, I'll grab one from your stores. Is it used up in the process, or is it a catalyst?
It's not used up in the process no (that's why you only ever need one) and you can craft a second one if you have one, using a dark iron ingot and a blank logic matrix.
I'm raiding a Twilight Forest Aurora Tower right now, but if I get back to my base before you're on, I'll leave it out somewhere obvious.
Automatically Appended Next Post: I've left it at spawn on a table next to the mining age portal. Right click the top of the table to pick it up.
I have updated the Direwolf20 server to version 1.4.1 of the modpack. No collected changelog is available yet, but individual mods will have their respective changelogs on their respective sites if you want to dig through them.
I have updated the Direwolf20 server to version 1.6.1 of the modpack. I have disabled the Dimension Builder crafting recipe from RFTools, because I want to keep server storage requirements down.
It's still running, and still works. However it's still on version 1.6.1 of the Direwolf20 modpack. I hadn't bothered to update it to the newer versions as there's been lack of interest.
I could update it, but it might not be until next week at the earliest, as I've got a busy weekend ahead.
I'f there's a newer or better modpack available, we could go for that too, with a reset, if there's enough interest. I've been a bit out of touch with the modpacks lately. Alternatively, is it worth waiting for some Minecraft 1.9 packs now that modding has started on there?
Yeah it probably is best to wait until a 1.9 mod pack is released, if only because some mods are skipping 1.8 entirely or are only updating the bare minimum for 1.8.
Tbh I'm not even sure there's a functioning 1.8 FTB mod pack out yet, but that's only because I haven't really been paying attention to mod packs...
Honestly, unless you specifically need to be playing with all us Dakkaites, it's easy enough now to put together your own 'mod pack'. Forge makes most modding rather easy, and Realms or LAN work allows for multiplayer if that's what you want. That way, you can cherry pick the mods you want. Just be sure to test the world before starting to play in earnest, and do frequent backups if you want to add new mods in.
I've got serious Railcraft cravings and was thinking of making a return Clean slate would be cool- I assumed that there would have been a map reset since I last played, it was a nice surprise to find my tower still on the map.
Yeah, I can't remember if I even have anything on this server at all, never mind what it could possibly be. Waiting for a 1.9 reset would be fine for me.
darkinnit wrote: It's still running, and still works. However it's still on version 1.6.1 of the Direwolf20 modpack. I hadn't bothered to update it to the newer versions as there's been lack of interest.
I could update it, but it might not be until next week at the earliest, as I've got a busy weekend ahead.
I'f there's a newer or better modpack available, we could go for that too, with a reset, if there's enough interest. I've been a bit out of touch with the modpacks lately. Alternatively, is it worth waiting for some Minecraft 1.9 packs now that modding has started on there?
I've started getting into the mod packs and there's now a 1.10.2 mod pack from curse called "all the mods" I'm not sure if they're worth upgrading into, I've been playing on infinity evolved because they have thaumcraft and magic wands and bow ties are cool
sirlynchmob wrote: PS, dark did you update the server? I tried to log on to it on the 7th using direwolf and there was a long list of mods that weren't compatible.
Sorry I haven't changed anything on the Direwolf server since my post above, it will still be on version 1.6.1. If you downloaded the Direwolf modpack recently, you've probably got the newer version. There is an option in the launcher to choose a version, just be careful mixing versions with any single player worlds you have.
Anvildude wrote: Why would you back-date? 1.10 is more recent than 1.9..
The last posts here were dealing with 1.9 and I thought that was the latest version, with 1.10.0 being a mod-specific version. I've not touched MC for many, many months.
Dark, I played for about 3 hours, and not a single hostile mob spawned. the server isn't set on peaceful, because I was still losing hunger, but yeah, nothing bad spawned. You may still have to wipe, I dunno.
Anvildude wrote: Why would you back-date? 1.10 is more recent than 1.9..
The last posts here were dealing with 1.9 and I thought that was the latest version, with 1.10.0 being a mod-specific version. I've not touched MC for many, many months.
It's irrelevant now, anyway.
Sorry, yes it's still Minecraft 1.7.10, Direwolf20 pack 1.10.0. Not Minecraft 1.10.0.
Inquisitor Lord Bane wrote:Dark, I played for about 3 hours, and not a single hostile mob spawned. the server isn't set on peaceful, because I was still losing hunger, but yeah, nothing bad spawned. You may still have to wipe, I dunno.
This was a known issue even before the update. The Tinker's Construct slime islands continue to spawn slimes which don't despawn and use up the mob cap. Even worse when they're chunkloaded.
I'll pop on a bit later and use a command to purge them.
Some time ago, someone posted a graph of where various ores could be found... anyone know if there's one for the various FtB / Direwolf mods?
Automatically Appended Next Post: Also had to log off, getting a 4 minute delay between actions and the server responding. The delay started with the spawning of Blitz mobs.
Izzat the one for MC 1.10? Or just the last one for MC 1.7.10? If the latter, then I've got a whole series on Youtube where I'm using it a lot. If the former- nope.
Yeah, research is a little crazy. My biggest suggestion? Scan everything, and as soon as you can, get one of those research bench things that let you gain Aspect knowledge bits by breaking down things, and then start feeding as much Ordo-bearing stuff into it as you can afford. Ordo is very, very useful, but also rather rare-ish (unlike Terra or Perditio).
Basically, also, spend your early research aspects on things that make researching easier- don't even bother going past the first page until you've unlocked a lot of that stuff, though the knowledge sharing thing isn't very useful.
Some of the better blocks for Ordo are Chiselled Sandstone and Stone Bricks iirc.
It's been a while since I did research (or even played FtB) though.
Also surrounding your research table with certain blocks will give you 'ghost points' that regenerate overtime for use with research. I can't remember which blocks give what, though, besides water giving Aqua and grass giving Terra.
Maybe Quartz for Ordo- I didn't know about that, though.
I'm not sure if it was just some of the mods I had, but Stone Bricks and Chiselled Sandstone might not have Ordo on them in this version- I was trying to get Ordo, and I found very few things with Ordo on them- and nothing common. The most 'basic' item with Ordo was quartz.
you need bees for ordo, all the waxes are heavy with it. just plain bees wax is 3 ordo. Also surround your research table with books til all the symbols have a glowing dot next to them. That way when you use your last aspect it will recharge itself and you'll always have at least 1 of everything.
I've been doing a lot with thaumcraft, I have just about everything researched, I just need to chat with the voices in my head a while so I can unlock the end game dimension.
Smooth sandstone is the easiest to get Ordo I think. So once I get the deconstruction thing I'll use that. I've been taking it pretty easy scanning stuff at spawn lately so I should have plenty though
Of course, as I'm using mostly magic mods in my game, I don't have access to a lot of machinery to scan- I think a lot of that stuff tends to have Ordo on it as well, often in high concentrations.
A lot of machinery can't be scanned at all. IC2 machinery is especially prone to this. From my impression, this is due to internal politics amongst the ftb mod teams-- the Thaumcraft devs basically hate IC2 and its devs too much to include such a feature. But I could have been misreading the thread mind you but meh.
Automatically Appended Next Post: Also goddamnit. I appear to have lost track of our stock of ender pearls. I really need an ME system instead of this chest based system. Anyone have any to donate? I know there's several people who have enderman farms.
Automatically Appended Next Post: Nevermind on that last bit, solved my problem for now.
I'll take a look when I get home from work. If anyone's set up any new mob spawner/breeders or new item transport system recently, please check on them.
I use the Feed the beast launcher, and there's an option to change your ram. Make sure to set it to 4gb. I'm sure the curse launcher would have a similar option.
Automatically Appended Next Post: speaking of lag related, I'm not sure if it's causing lag, but it might be the result of it.
The golems at my bean farm are breeding. I started with 2 in one room and they're now up to 5, another room is up to 4.
If Thaumcraft, then no. If Iron, then they might if they're far enough from the Village- that's how Iron Farms work. If Snow... What?
they're the thaumcraft ones, apparently if you leave a harvestor and a gatherer together with some magic beans they start making new golems.
I believe it's a bug that occurs whenever the server is reset or the chunk is reloaded. Happened to me previously with the golems at my base (including the ones operating my tree farm and wheat farm, as even the ones operating my infernal furnaces).
That said though I thought Azanor fixed it a while ago... ah well :shrug:
Does anyone know if the thaumcraft outer lands are disabled or broken? I opened a portal to one and when I step through my screen goes blank and I just start taking damage.
thankfully I had my easy button to get me home before something bad happened.
So according to Dire himself, he hopes to have the new modpack out by the end of the month. I've been playing the 1.10 unstable, and he is taking most of those and adding brand new mods to it. Should be good times.
Inquisitor Lord Bane wrote: So according to Dire himself, he hopes to have the new modpack out by the end of the month. I've been playing the 1.10 unstable, and he is taking most of those and adding brand new mods to it. Should be good times.
do you have a link to the list of mods he's going to add?
Inquisitor Lord Bane wrote: So according to Dire himself, he hopes to have the new modpack out by the end of the month. I've been playing the 1.10 unstable, and he is taking most of those and adding brand new mods to it. Should be good times.
do you have a link to the list of mods he's going to add?
He hasn't released it yet, if I catch it I'll put it up. Tinker's Construct has had some changes between versions if you haven't tried it, and I'm about to start up Reliquary.
Inquisitor Lord Bane wrote:So according to Dire himself, he hopes to have the new modpack out by the end of the month. I've been playing the 1.10 unstable, and he is taking most of those and adding brand new mods to it. Should be good times.
Ah interesting!
Melissia wrote:That'll be interesting. Once it hits stable, are you gonna change the map over, dark?
It will almost certainly need a world reset, but I think most people would be ok with that by now? Although SirRalphy had just started recently...
Inquisitor Lord Bane wrote:So according to Dire himself, he hopes to have the new modpack out by the end of the month. I've been playing the 1.10 unstable, and he is taking most of those and adding brand new mods to it. Should be good times.
Ah interesting!
Melissia wrote:That'll be interesting. Once it hits stable, are you gonna change the map over, dark?
It will almost certainly need a world reset, but I think most people would be ok with that by now? Although SirRalphy had just started recently...
I'd be fine with a reset, but I think we should review the mods first before we make a decision, most of the mods I consider fun were removed for unstable. The misses would be irritated though, her games keep becoming so corrupted she had to restart every few weeks, so it figures, she joins the server and now there's talk of resetting it
It'll be interesting to see what Dire puts together.
I must admit, I'll miss Thaumcraft and its add-ons, though. (Not that I've played on this iteration of the server for a while, so it doesn't really matter).
Melissia wrote: I'm fine with a reset, not sure of n0t_u is. Are we gonna be able to transfer any resources over? Like basic stuff, metal ingots and wood blocks.
that might not be feasible, a lot of item ID's got changed from 1.7 through 1.10, but if it is... hey dark can we bring our diamonds, emeralds, coal & redstone as well
I'm interested in Harvestcraft, but there is almost no information about the mod available, and what is there isn't terribly useful. I may have to start a !SCIENCE! world to make the wiki page useful. Would anyone else car to share in the work/results?
Inquisitor Lord Bane wrote: I'm interested in Harvestcraft, but there is almost no information about the mod available, and what is there isn't terribly useful. I may have to start a !SCIENCE! world to make the wiki page useful. Would anyone else car to share in the work/results?
that's pams harvestcraft right? as far as I know its just a whole lot more foods you can find, then grow and a large variety of foods you can craft from them. Then feed a culinary generator
Inquisitor Lord Bane wrote: I'm interested in Harvestcraft, but there is almost no information about the mod available, and what is there isn't terribly useful. I may have to start a !SCIENCE! world to make the wiki page useful. Would anyone else car to share in the work/results?
that's pams harvestcraft right? as far as I know its just a whole lot more foods you can find, then grow and a large variety of foods you can craft from them. Then feed a culinary generator
Yeah, but that's about all the info available. After the reset I'd be down to have a food market/dining hall, but I'd like to know about the food. Butter seems to be a PITA to make, so do foods with it restore more health? What dish do I use the funny fish I caught in?
These are the questions that keep me up at night...
I think a lot of it is just having more variety, and being a little more 'logical' about what you can make- like making a burger with beef and bread, or making pasta with flour and water. That sort of thing. There's not many mechanical advantages to it, and indeed, if I understand it right, there's actually some added difficulty, since you have to have variety in order to get the most Saturation and Fullness from each meal- meaning you can't just make a stack of toast and eat that for a week.
However, I'd say go for it with the Wiki. I've been often considering doing some wiki work myself, though since I use a custom modpack, I don't think my results tend to be as useful.
Anvildude wrote: I think a lot of it is just having more variety, and being a little more 'logical' about what you can make- like making a burger with beef and bread, or making pasta with flour and water. That sort of thing. There's not many mechanical advantages to it, and indeed, if I understand it right, there's actually some added difficulty, since you have to have variety
This is just the seeds planted in rows of 9 (I know it's not efficient, but its how I roll with the farming of different crops)
Spoiler:
There's a few dozen trees added, as well as uses for vanilla food items. This could take a while, and I need to find out a smaller farm design for an actual world, but the trees need a 5x5 space each, and I need to keep animals on hand, so this could take a bit to figure out.
Pam's isnt terribly hard- Its a staple of most of the skyblock packs these days. Biggest thing is like anvil says- the saturation/fullness and variety.
Its kinda neat.
Interesting to see where the server goes from here.... And I just got settled in
The Hermitpack looks nice, but it doesn't have WAILA, kind of a turn off for me personally. I didn't realize I used it so much until it was gone. I'll add it in for my single player world.
Inquisitor Lord Bane wrote: The Hermitpack looks nice, but it doesn't have WAILA, kind of a turn off for me personally. I didn't realize I used it so much until it was gone. I'll add it in for my single player world.
That's because there's apparently no official WAILA for 1.10, just ports made by other mod devs.
Vazkii (at least, I think it was Vazkii) made a replacement and suggested it be added in the reddit thread about the modpack's release. The modpack devs have seen and replied to it so no doubt a future version of the pack will have not-WAILA.
That said, WAILA is a client-side only mod from what I can tell (including the 1.10 ports of it), so it should work fine on MP.
I kinda hate WAILA. It's a cheap workaround for bad texturing, and both clutters up the screen and encourages you to not, you know, experiment and LOOK at stuff.
I mean, sure, I'll use my Thaumometer occasionally to figure out which Magic Crop that particular un-grown bush is, but I don't need to know the exact percentage of growth, and the metadata, and all the recipes, and that that bush can be harvested with a wooden hoe every time I look at the thing.
Anvildude wrote: I kinda hate WAILA. It's a cheap workaround for bad texturing, and both clutters up the screen and encourages you to not, you know, experiment and LOOK at stuff.
I like that it displays what mod the block in question comes from, which helps when I'm seeing new things for the first time. Also displaying the health of mobs I'm chasing down is nice too. I feel the space taken up on screen is worth it, but its personal preference.
Also now that I'm playing with Hermitcraft, I like alot of the new mods it adds. The Sack of Holding has made moving bases much easier.
Anvildude wrote: I kinda hate WAILA. It's a cheap workaround for bad texturing, and both clutters up the screen and encourages you to not, you know, experiment and LOOK at stuff.
I like that it displays what mod the block in question comes from, which helps when I'm seeing new things for the first time. Also displaying the health of mobs I'm chasing down is nice too. I feel the space taken up on screen is worth it, but its personal preference.
Also now that I'm playing with Hermitcraft, I like alot of the new mods it adds. The Sack of Holding has made moving bases much easier.
direwolf has those as well, but it's a bag of holding and comes in many different colors.
Automatically Appended Next Post: I think the pack I use the most is 'thermal engineering' I use that stuff like hot sauce, it's unimaginable trying to move power and items around without tesseracts & ducts.
I was waiting for any further news on the next Direwolf modpack, but I'm happy to hear other suggestions of packs that people may prefer instead.
As for Waila, as people have mentioned, it's a client side mod, so you're free to add/remove it without any effect on the server. I believe it can also be configured, to hide or show as much or as little info as you want, i.e. not taking up half the screen with energy values.
After playing with it a bit, I'm pretty happy with Hermitcraft. It shouldn't be long before we have the Direwolf pack out, but we could put a switch to a vote? If people want Hermitcraft, then there's no reason to wait.
Inquisitor Lord Bane wrote: After playing with it a bit, I'm pretty happy with Hermitcraft. It shouldn't be long before we have the Direwolf pack out, but we could put a switch to a vote? If people want Hermitcraft, then there's no reason to wait.
I still think we should wait for hermit craft, then vote.
I'm still hoping the new direwolf finds a way to keep thaumcraft
Inquisitor Lord Bane wrote: After playing with it a bit, I'm pretty happy with Hermitcraft. It shouldn't be long before we have the Direwolf pack out, but we could put a switch to a vote? If people want Hermitcraft, then there's no reason to wait.
I still think we should wait for hermit craft, then vote.
I'm still hoping the new direwolf finds a way to keep thaumcraft
I wonder what all addons they'll have with TC, then? I'm loving the Automagy addon- just that and Thaumcraft base have given me just about all the functionality of even the crazier tech mods by themselves. Autocrafting, inventory measurement, and of course, Golems are a lot more powerful than people give them credit for.
Unfortunately the latest public version for Thaumcraft is for Minecraft 1.8.9, as are its addons.
Azanor is working on a 1.10.2 version of Thaumcraft, it's just that the only versions released so far aren't available to the general public (there are some alpha and beta versions, but they've only been made available to his patreon backers).
Matt.Kingsley wrote: Unfortunately the latest public version for Thaumcraft is for Minecraft 1.8.9, as are its addons.
Azanor is working on a 1.10.2 version of Thaumcraft, it's just that the only versions released so far aren't available to the general public (there are some alpha and beta versions, but they've only been made available to his patreon backers).
so I have room to hope then I'm sure direwolf knows that as well, and it might be way he's waiting to release his pack.
darkinnit wrote: I was waiting for any further news on the next Direwolf modpack, but I'm happy to hear other suggestions of packs that people may prefer instead.
As for Waila, as people have mentioned, it's a client side mod, so you're free to add/remove it without any effect on the server. I believe it can also be configured, to hide or show as much or as little info as you want, i.e. not taking up half the screen with energy values.
As long as it has some tech mods I should be happy. I'd prefer IC2 or GregTech (preferably IC2 obviously) if possible, granted, but other ones aren't so bad.
I'm more concerned with basic resources we can maybe carry over. Like iron, gold, redstone, etc, vanilla stuff.
Melissia wrote: I'm more concerned with basic resources we can maybe carry over. Like iron, gold, redstone, etc, vanilla stuff.
It's a bit too early to make any calls on that, but if I did any option for not starting from scratch it would probably be using some starter inventory, i.e. everyone gets the same.
Melissia wrote: I'm more concerned with basic resources we can maybe carry over. Like iron, gold, redstone, etc, vanilla stuff.
It's a bit too early to make any calls on that, but if I did any option for not starting from scratch it would probably be using some starter inventory, i.e. everyone gets the same.
well no starting inventory is complete without 27 stacks of red hardend clay
Part of me hopes one of the mods he's waiting on is Thaumcraft, however the other part of me doesn't as it might be a while until we get a full release for that.
I would suggest though, after direwolf comes out, we take a week to try out all the versions, then we can use a rating/voting method.
We rank the 6 choices, 7 if we want to include sticking with the current version, from 1-7. 1 being your first choice, 7th being your last pick. Give a week to make sure everyone has a chance to vote.
Then the 3 with the lowest scores we just do a straight up vote for them. giving it another week or until everyone who rated has voted.
I'm ok with putting it to a vote, but if Thaumcraft is in the Direwolf pack, its pretty much game over. Downloading Infinity Lite now, it does look like a bit of fun
These days ore and structures can be retro-genned into worlds (usually). So even if Thaumcraft isn't ready, it could still be added later. There's also the option of some dimension mod like Mystcraft/RFDimensions/etc if we need some new terrain later.
darkinnit wrote: These days ore and structures can be retro-genned into worlds (usually). So even if Thaumcraft isn't ready, it could still be added later. There's also the option of some dimension mod like Mystcraft/RFDimensions/etc if we need some new terrain later.
I'm happy to run a vote once things are settling.
Grrr, does this mean I have to do some work? :-P
I can help you with the voting, that should go quick enough as there's at most 10 of us that play on the server. So I could do the two threads for the votes, then you can demand recounts til you have the time to update the server
I actually kinda stink at building pretty things (I'm good at the nitty-gritty, not the pretty) so I wouldn't mind working with someone else on a good base. But if no one wants to shack up with me, Ill understand.
JNAProductions wrote: I actually kinda stink at building pretty things (I'm good at the nitty-gritty, not the pretty) so I wouldn't mind working with someone else on a good base. But if no one wants to shack up with me, Ill understand.
I'm just now getting out of my hobbit hole, I can help get you set up with materials you need, but my base is more a labor of love than a proper base.
JNAProductions wrote: I actually kinda stink at building pretty things (I'm good at the nitty-gritty, not the pretty) so I wouldn't mind working with someone else on a good base. But if no one wants to shack up with me, Ill understand.
I'm just now getting out of my hobbit hole, I can help get you set up with materials you need, but my base is more a labor of love than a proper base.
So Direwolf20 has now announced that his new pack will be released tomorrow:
He's stated that the modlist won't be released until tomorrow when the pack is available.
I'm going to have a play around with the available packs in the meantime. So far the mods that are present in all three packs are:
Baubles, BDlib, Better Builder's Wands, Blood Magic, Botania, Chameleon, Chest Transporter, Chisel 2, Chisels and Bits, Cooking for Blockheads, Custom Main Menu, Deep Resonance, EJML Core, ElecCore | Dimension API, EnderTanks, EnderCore, EnderIO, Extra Utilities, Flat Coloured Blocks, Forestry, FTB Utilities, FTBLib, Gendustry, Gravestone Mod, Guide API, Harvestcraft, IndustrialCraft 2, Inventory Tweaks, Iron Chests, JourneyMap, Just Enough Items, Just Enough Resources, Mantle, MCMultiPart, Morpheus, MouseTweaks, OpenComputers, RefinedStorage, Reliquary, Resouce Loader, RFTools, Roots, Shetiphian Core, Storage Drawers, The One Probe, Tinker's Construct.
Biggest difference in the packs at first glance is that Infinity has Draconic Evolution and Railcraft. Unstable has Waila, but that can be added to the other packs without any server changes needed.
Note this list does not guarantee that any of these will be in the DW20 pack, but it's a good indication of what we may expect.
sirlynchmob wrote:We rank the 6 choices
Six? I only count four packs (if we include the upcoming Direwolf pack). Are there two I haven't heard about?
sirlynchmob wrote:So I could do the two threads for the votes
It's nice of you to offer, but I don't think a separate thread for votes is necessary, let alone two. There are sites like strawpoll and surveymonkey etc, etc for that (other survey providers are available).
At about 8:20 minutes in Dire starts listing off the mods in the new DirePack.
List of mods mentioned by Dire as being in the pack (not including Libraries):
Spoiler:
- Actually Additions - Akashic Tome (adds a book that can combine all the mod-based manuals) - AE 2 - Bagginses (spelling? Adds bags) - Baubles - Better Builders Wands - Biomes O Plenty - Blood Magic - Botania - Chisel - Chisel and Bits - Compact Solars - Dark Utilities - Deep Resonance - Draconic Evolution - EnderIO - Ender Storage (basically an updated version of the old Ender Chests) - Extra Utilities 2 - Fast Leaf Decay - Flat Coloured Blocks - Forestry - FTB Utilities - Gravestone - Immersive Engineering - Industrial Craft - Inventory Sorter - Iron Backpacks - Iron Chests - JEI - Journey Map - Light Level Overlay - MC Multipart - Morpho Tool (the wrench version of the Tome mentioned earlier) - Not Enough Wands - Open Computers - Psi - Quark - Railcraft - Ranged Pumps - Refined Storage - RF Tools - Storage Drawers - Super Circuit Maker - Tinker's Construct - The One Probe - WAILA, WAILA Environment & WALLA
That's all that there is for now, but he mentions there will almost definitely be more in the future. He mentions Thaumcraft (apparently it's the most-asked about mod in relation to the pack). Still not done yet, but Azanor hopes to release a public version by the end of the year. When it's out it should be added to the pack.
I for one am excited. The lack of Gendustry is a tad disappointing to me, but then again I've probably mucked about with Gendustry on multiple iterations of the sever enough times.
I'm sold just based off the mod list. If thaumcraft is added later, I don't even need to play the others. Ill play with it when I get home from work, but AE2 and thaumcraft sway my opinion.
I haven't tried any of the newer mods or mod packs for quite some time but most of my older favourites are in. On top of that RFTools seems to have an interesting RF generator setup with the endergenic generator.
Draconic Evolution might be fun as well. Can't wait
Edit: Just noticed ComputerCraft isn't part of Direwolf20 but Open Computers is. Are there significant differences (pastebin-support, lua-code, turtles)?
Edit2: It seems to offer about the same as CC (plus some more ways to interact with the world) but will use more in-game resources and some kind of energy, e.g. RF.
Six? I only count four packs (if we include the upcoming Direwolf pack). Are there two I haven't heard about?
I was going to include
All the mods (from curse launcher), and None of the above, just in case people would rather stay on the current version than update.
I think I counted one twice, because the curse launcher included some that were on the FTB launcher.
Automatically Appended Next Post:
Minx wrote: I haven't tried any of the newer mods or mod packs for quite some time but most of my older favourites are in. On top of that RFTools seems to have an interesting RF generator setup with the endergenic generator.
Draconic Evolution might be fun as well. Can't wait
Edit: Just noticed ComputerCraft isn't part of Direwolf20 but Open Computers is. Are there significant differences (pastebin-support, lua-code, turtles)?
Edit2: It seems to offer about the same as CC (plus some more ways to interact with the world) but will use more in-game resources and some kind of energy, e.g. RF.
about the RF though, direwolf is lacking extreme reactors, simple generators, and solar flux. which Infinity lite has. so it seems for mass power it's only RF tools or Draconic if you're feeling lucky.
As the last version of infinity also had thaumcraft I would expect them to add it as well once it's released.
Infinity Lite and HermitPack have more mods than the Direwolf20 pack, but the main big mods are mostly represented.
In my opinion, HermitPack is missing Biomes O Plenty and Railcraft. I'd be happy with either Infinity or Direwolf, the biggest difference looks to be Extreme Reactors, Gendustry, Reliquary and Soul shards.
The DirePack also has Deep Resonance and EnderIO for RF power generation, with Deep Resonance being more end-game and similar to an RF version of nuclear power from Industrial Craft.
I believe Actually Additions also has some RF power generation.
EDIT: On a slightly different note I think I've finally got Minecraft working properly with the Curse launcher. Like you Dark I'm fine with either Infinity or the Direwolf20 Pack, though if I had to choose between the two I'd definitely say the Direwolf20 pack if only because it has AE2, Actually Additions and Psi, the last 2 being mods I haven't used yet but from what I've seen are really cool.
EDIT2: Turns out you can't easily add OptiFine to the Direwolf20 Pack without causing it to crash. Seems some of the mods (including EnderIO) don't like it. No doubt I went through this last time, too.
My preference would be Direwolf20 mainly for AE2 (Refined Storage is in as well), Psi, Super Circuit Maker and Actually Additions.
It comes with plenty of mid-end game power generation methods as well with Draconic Evolution, RF Tools, Extra Utils and Deep Resonance. I don't think i'd miss (Big) Extreme Reactors much.
I'd also recommend people try out the various packs for how their performance is on your pc. I've seen a few reports of people having issues with the amount of memory required with the new packs.
In this case the Direwolf20 pack may be better, with less mods running at once.
Of course performance should be better on the server vs a single player world, as the server will offload some of the background processing work from your machines.
It may help to adjust the graphics options too, particularly mipmapping settings.
Just spent a little bit of time mucking about with the Akashic Tome and Morph-o-Tool mods, and I can safely say I love them. Being able to combine most of the manuals and tools added by the various mods into 2 items is great.
Some things I've learnt: - If the tool has a secondary use (like the Yeta wrench allowing you to select what EnderIO conduits you can see), the Morph-o-Tool doesn't gain that. Actually it seems it does work, but it's a bit glitchy. - In order to combine the tools/books with the Morph-o-Tool/Tome you have to craft them together one at a time. You can't combine several at one time. - In order to switch between manuals you've combined with the Tome you need to first left click with the Tome to clear the selected manual and then right click to open the selection menu. This was the big head turner. I spent several minutes figuring this out.
The items aren't even that hard to craft, which is an even bigger benefit!
Also Quark adds 'emotes', for lack of a better term. Your player model can now facepalm in game if someone really screws up. (Though by default the emotes aren't bound to any keys)
Hey, question for y'all-I have my own YouTube channel, and am doing a solo Minecraft Let's Play on it. Would anyone object to me recording on the server, with you all potentially guest starring?
I wouldn't mind. 'course, I do my own YouTube Minecraft Let's Play (with my own mod list), so a Shoutout would be nice if you ever... Wait, this is the Modded server. Dangit. I don't generally play on the Modded server.
Well, if I ever do, you have my permission. And if you ever go on the Vanilla one to record, feel free to stop by the Mesa, as long as you give me a shoutout.
JNAProductions wrote: Hey, question for y'all-I have my own YouTube channel, and am doing a solo Minecraft Let's Play on it. Would anyone object to me recording on the server, with you all potentially guest starring?
If you go through my place, just watch for signs, I tend to take people up on their offer to use their designs and I'll post signs to give them credit.
Off the bat my plan is to rebuild my ship, which is a jagthunder1's design, but he always get's the hull numbers wrong and in this case the wrong class, so it needs to be fixed
My channel is Red and Burner Productions. It's run by me (Red) and my buddy (Burner). Since Burner handles most of the nitty-gritty (because he's an awesome hard worker) the Minecraft videos have yet to go live, but they'll be starting to go up soon.
Edit: Also, I'd love to build a base WITH someone else-someone who can make stuff look nice, since I stink at that, but am good at making complex builds work.
Time to decide on the next pack for the modded server!
I don't see much discussion in favour of Hermitcraft or Unstable, so I'm going to assume they're non-starters (unless someone objects?), so let's keep the vote simple - Infinity Lite or Direwolf?
Direwolf20 Pros: Less computer resource hungry, Actually Additions, Akashic Tome, EnderStorage, Fast Leaf Decay, Morph-o-tool, Psi, Quark, Super Circuit Maker
Cons: Less mods.
Infinity Lite Pros: More mods, EnderTanks, Extreme Reactors, Gendustry, Harvestcraft, Mekanism, Missing Pieces, Natura, Refined Relocation, Reliquary, Soul Shards
Cons: More computer resource hungry.
I'll leave the vote running for a few days, and try to work on the chosen result at the weekend (assuming I have time). I also need to figure out RFTools Dimensions We've had Mystcraft until now.
I'll leave the vote running for a few days, and try to work on the chosen result at the weekend (assuming I have time). I also need to figure out RFTools Dimensions We've had Mystcraft until now.
the big difference is RF tools will need a lot of power and a continuous source of power for the dimension, which probably means a creative energy cell. Otherwise pages = dimlets.
I've toyed around with Super Circuit Maker for a bit and it's really cool. It allows you to build simple to very complex redstone circuits on block sized circuit boards that you can combine one inside the other or placed next to each other. They can even be copied & pasted or stored on the internet with an inbuilt command (scm export / import).
Direwolf20 has a spotlight (part one, part two) or just give it a try in creative mode.
Im personally for Infinity, and ive gone ahead and thrown that in... Waiting to hear back from pixel and mack- We share IPs, so they might not be able to vote in the poll.
Will keep ya updated
I've toyed around with the new Direwolf20 pack and tried my hand at the mod Psi. It's another magic mod with a technological touch (Direwolf20 spotlight) where you can create your own spells with a simplified graphical programming language.
The spell effects are quite fun and varied.
And in addition to casting them directly, spells can be attached to some worn armor or tools, e.g. an axe that cuts down a tree and plants one of your saplings from the hotbar or a spell on your helmet that places (temporary?) light sources if it's too dark around you.
So it's now the weekend and the vote is exactly 50:50. Yeay.
Even adding Anvildude's Direwolf20 vote and sirlynchmob's wife's Infinity Lite vote doesn't change that (unless either of you managed to use the poll in the end).
Has everyone voted? Last time we had about 20 votes in the end too. Ramos Asura, have pixel_redfox and mackintosh45 cast their vote yet?
I should've been more specific when i wrote "spells can be attached to some worn armor or tools" . Psi has tools and armor that have a spell slot where you can insert one of your self-created spells. AFAIK it gets triggered by different events, e.g. the chest armor reacts to the wearer getting damaged whereas the spotlight showed different available sensors for your helmet (or perhaps other armor parts as well; i haven't tested that bit of the mod yet), like a light, heat or water sensor.
Anvildude wrote: I'd love to have something that would encase an attacker in a stone coffin.
Your idea should work and a stone coffin spell could be attached to the chest armor. Sounds fun
darkinnit wrote: So it's now the weekend and the vote is exactly 50:50. Yeay.
Even adding Anvildude's Direwolf20 vote and sirlynchmob's wife's Infinity Lite vote doesn't change that (unless either of you managed to use the poll in the end).
Has everyone voted? Last time we had about 20 votes in the end too. Ramos Asura, have pixel_redfox and mackintosh45 cast their vote yet?
Yeah, looks like the poll has pulled ahead for the Direwolf20 pack again.
I think I'll call it here. Each time I checked the poll and it was not an even match it was in favour of the Direwolf20 pack and I don't think it ever got ahead in favour of Infinity at any point, so although it was a close call, I think the Direwolf20 pack wins on time ahead too.
I'll finish putting a server together, but as it will involve some terrain pre-gen and some (hopefully minimal) config tweaking, I'm not giving any eta's just yet.
There's no Dynmap for 1.10.2 yet, so we will have to rely on the in-game Journeymap mod and FTB Utils for now.
Cool beans. n0t_u and I tested out Infinity earlier and didn't really see anything she liked, and honestly I probably will prefer DW20 just for AE, so I'm fine with that.
darkinnit wrote: Yeah, looks like the poll has pulled ahead for the Direwolf20 pack again.
I think I'll call it here. Each time I checked the poll and it was not an even match it was in favour of the Direwolf20 pack and I don't think it ever got ahead in favour of Infinity at any point, so although it was a close call, I think the Direwolf20 pack wins on time ahead too.
I'll finish putting a server together, but as it will involve some terrain pre-gen and some (hopefully minimal) config tweaking, I'm not giving any eta's just yet.
There's no Dynmap for 1.10.2 yet, so we will have to rely on the in-game Journeymap mod and FTB Utils for now.
Wait a second, it won the popular vote, so doesn't that mean we should be playing infinity?
Unfortunately most of the standard big magic mods (witchery, Thaumcraft + its addons, Twilight Forest) haven't been updated to 1.10 yet. It's pretty much just Blood Magic and Botania (and Psi, in the case of DW20's pack).
I based it on "can I accidentally blow up a mountain if I don't know what I'm doing" / usefulness of magic in combat beyond "look at these fancy swords". Like the one time I was messing with blood magic off the server with meli and accidentally blew a hole through a mountain.
That's what I was really hoping for in Ars Magicka, and what I think it should have evolved into if it had continued, but yeah, I'm looking forwards to the block-placing stuff.
I'm just annoyed by the tech theming of the programming table, and the fact that the casting device is a f'in gun. And not even a fancy, bundle-of-wands looking gun! Like, a Sig Saur!
I'd be much, much happier if I could change it to be a bit more runic or using Alchemic symbols instead of programming language.
Oh hey, I finally got OptiFine to work with the modpack.
Turn out I had an old version of the mod, a newer version was released just over a week ago and seems to have fixed the crash.
Config changes: Done
So far just keeping the same changes as the current server, disabled IC2 nukes and with RFTools you can only create up to two void dimensions per player. Also reduced the frequency of slime islands as they tend to adversely affect the mob cap when chunk loaded.
Behind the scenes admin stuff (backups, scheduled reboots etc): Done
Mining Dimension: Done
Terrain pre-generation: Started, but still a lot todo
This helps to prevent a lot of lag the first few hours/days when everyone is out looking for a place to set up their base and generating new terrain.
Unfortunately I'm quite busy this week and won't have much time to work on the server, so it's looking like it will be Friday at the very earliest before it is ready, but could be pushed back to the weekend depending on how things go.
I will probably skip building a nice spawn before the server is launched, to save time on getting the server up and running (especially as most people just head off and do their own thing anyway). Spawn can be built up/improved once the server is running (feel free to contribute!). The current seed I'm using spawns directly in a village, so there's at least some shelter and food to begin with.
Actually, a moat would be cooler than a wall. A nice deep, wide trench dug around the whole thing would be cool. I'm sure there's some sort of Player-only blocks we could use for magical bridges or something.
Automatically Appended Next Post: Oh! Also, since it's been ages since I've used FtB- how do I get on, again? Just download the most up-to-date FtB launcher?
Is there somewhere I can just download the modpack to run from the vanilla launcher, or would that be prohibitive?
That said, occasionally it may have issues. I've had it try to use the wrong Minecraft launcher version in the past (not too hard to fix as you just need to change the setting, but still).
The original FTB Launcher still works too and has the new packs listed (I'm on linux, so can't use the Curse Client). However, after a brief search I can't find where they're hiding the download link these days if you need to download it again.
I'll have a more thorough search later, unless someone else finds it first. (Just avoid any dodgy third party sites!)
Automatically Appended Next Post: Ah, duh, it's on the homepage, but doesn't show up if you browse from mobile:
https://www.feed-the-beast.com
Choose one of the Linux, "Legacy Mac", "Legacy Windows" options if you don't want Curse.
Actually, a moat would be cooler than a wall. A nice deep, wide trench dug around the whole thing would be cool. I'm sure there's some sort of Player-only blocks we could use for magical bridges or something.
Automatically Appended Next Post: Oh! Also, since it's been ages since I've used FtB- how do I get on, again? Just download the most up-to-date FtB launcher?
Is there somewhere I can just download the modpack to run from the vanilla launcher, or would that be prohibitive?
Actually, a moat would be cooler than a wall. A nice deep, wide trench dug around the whole thing would be cool. I'm sure there's some sort of Player-only blocks we could use for magical bridges or something.
Automatically Appended Next Post: Oh! Also, since it's been ages since I've used FtB- how do I get on, again? Just download the most up-to-date FtB launcher?
Is there somewhere I can just download the modpack to run from the vanilla launcher, or would that be prohibitive?
Okay, yeah, for whatever reason I can't do anything with Curse- I don't have the cookies blocked or anything, but I literally can't navigate to any screen that is on the "Curse" site.
Automatically Appended Next Post: And unfortunately, it looks like that includes the page to download the FtB client.
n0t_u wrote: Doesn't this pack have the interdiction torches?
Immersive Engineering has a powered lantern that prevents spawning in a 32x32 area.
Automatically Appended Next Post:
Anvildude wrote: Okay, yeah, for whatever reason I can't do anything with Curse- I don't have the cookies blocked or anything, but I literally can't navigate to any screen that is on the "Curse" site.
Automatically Appended Next Post: And unfortunately, it looks like that includes the page to download the FtB client.
The curse client can be downloaded from https://mods.curse.com/client. You might want to try a different browser or a newer browser version if that site doesn't display properly.
Otherwise, this might be helpful: The download link for the windows curse client on that page is the following url https://clientupdate-v6.cursecdn.com/CurseClientSetup.exe.
I kinda want to make an Anor Londo replica at one point in MC, and FtB would be much easier to do that on than vanilla. Though that's a bit of a megaproject...
Yeah, it doesn't work with any of my browsers- Chrome or Firefox. Firefox has a "Sharesession" thing that just displays a 1x1 pixel image, and Chrome had a white page with an image title.
Anvildude wrote: Yeah, it doesn't work with any of my browsers- Chrome or Firefox. Firefox has a "Sharesession" thing that just displays a 1x1 pixel image, and Chrome had a white page with an image title.
The download link worked fine, though. Thanks.
I'd really recommend you do a virus/malware scan - that behaviour you're describing (along with the vote site not loading) sounds like some kind of browser or DNS hijack on your system. One of the most thorough guides I know is here, but it takes a very long time to go through every step, but then it's also very thorough and I've not seen any virus/malware survive it.
I got the thing all figured out, thanks. The link worked fine, and I already have a Curse account, so that's not an issue. I might want to use that launcher, though- I do kinda prefer those.
I'd be surprised if it was a virus- I've got (and have had) Kaspersky for years, and that's literally the only website that I have any issues with. Similarly with malware, since I actually do manual checks of my computer every so often too.
Thanks for your help, though. You're really The Best admin, you know that?
I need a way to plan out Anor Londo actually now that I think of it. I have screenshots saved for it now at least, just need to figure out now how to translate it in to MC. hrm.
Yeh. I probably wont' do a completely faithful recreation, but at least the main structure you can be on in DS1 anyway, including having the entry teleport pad (or book perhaps) landing where the winged creatures drop you off.
We got nametags now- you could use mob trapping (and spawning) to get actual skeleton archers in place. And since skeletons pick up swords preferentially over bows, you could also spawn/make melee skeletons.
Then later on, the harder guys are Wither skeletons with swords, and you could possibly give them armour.
What sorts of spawning systems are available? Do the 'Spawn exact copy' include things like equipment? Are there sensor blocks that would let you spawn a certain number of skeletons per time the player goes through?
There is a method, not sure which though. I've never really been that in to the combat aspect of Minecraft to be honest so I didn't pay much attention when I was testing the mods out lol. Of course I'm gonna need a ton of materials first before I even attempt to build most of this.
I've got to say, I'm really loving how Draconic Evolution handles power storage...
Giant, expensive energy balls are cool!
One thing I'm noting in my test world is that there doesn't seem to be a good way to convert RF to EU once again. The current version of Railcraft is pretty bare-bones, and lacks steam generation.
Honestly the only good method I can see is using RF to make Ethanol and then using Forestry's Bio Generator to convert that into EU. Unfortunately though, it seems that Immersive Engineering's Ethanol won't work for this, only Forestry's will (And that's the more annoying one to make...).
It's probably better to just convert EU to RF, and even then that method will require a lot of Electrical Engines to get a respectable number of RF/tick for the late game.
Maybe it's best to just not convert at all, which is a shame.
EDIT: Scratch that, I just learnt that Immersive Engineering's cables can convert between EU and on the fly with a 1:4 ratio EU:RF, which is the same ratio as the most efficient Forestry Electrical Engine configuration, while also being able to convert greater amounts of power at one time.
EDIT2: Well turns out that was for an older version of Immersive Engineering. The HV Connector page on the FTB wiki obviously wasn't updated to mention that :(.
I don't know why you'd want to swap them, anyways.
I mean, honestly, IC has very few things that aren't also in other, RF based mods. Name one IC machine that's more efficient, has better UI, or is cheaper or simpler to make than its RF using equivalent.
Though I suppose that sorta depends on which/how many Tech mods you have up.
But seriously, for the little IC stuff you'll want to run, you might as well just throw together enough equipment to make a bunch of Solars, get a whole ton of energy storage, and just save up a big buffer of energy to use when you actually use that equipment. Like charging your drills or armour or whatever.
Though, I suppose UU is a thing. Still, that's not necessarily going to be integrated into another, constantly running system. Might as well just have a self-contained IC system with input of your power-generation fuel of choice via other mods.
There's also the fact that in my view, IC2 is the only true purely tech mod out there. Hell, the concept behind redstone flux, itself, isn't very techy to me. It's basically Handwavium, similar to Mass Effect's Element Zero, and the sci-fi aspects of ME except with far less technobabble covering up the fact that it's Handwavium.
Speaking of crops... I'm really disappointed that the current version of IC2 lacks crops :(. Somewhat bizarrely, they were my favourite part of the mod. Dunno why.
I still remember my old flying cropfields from the old Tekkit server... (and my old tiny base underneath made almost entirely of red matter blocks. Those were the days...)
Anvildude wrote: I don't know why you'd want to swap them, anyways.
I mean, honestly, IC has very few things that aren't also in other, RF based mods. Name one IC machine that's more efficient, has better UI, or is cheaper or simpler to make than its RF using equivalent.
Though I suppose that sorta depends on which/how many Tech mods you have up.
But seriously, for the little IC stuff you'll want to run, you might as well just throw together enough equipment to make a bunch of Solars, get a whole ton of energy storage, and just save up a big buffer of energy to use when you actually use that equipment. Like charging your drills or armour or whatever.
Though, I suppose UU is a thing. Still, that's not necessarily going to be integrated into another, constantly running system. Might as well just have a self-contained IC system with input of your power-generation fuel of choice via other mods.
the only reason I see to get into IC2 is for the electric jet pack which is needed to make the draconic jet pack.
Which of course means you'll have to get into UU matter to get the iridium for it.
That's not enough for me to make an IC2 setup, I'll gladly pay you tuesday for an electric jetpack today
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Anvildude wrote: Hrmph. I suppose, in a way, between that and UU, IC is the only way to get infinite resources, isn't it?
That's something that I'm rather used to via Magical Crops in my own modded series, and I don't know if I could go back to non-infinite stuff yet.
it depends on the resource you want an infinite amount of, I'm going to miss the lava fabricator.
With blood magic? Should be. Summon lava, pick up lava, summon more lava, use it to get power, use mob spawning to get Blood, etc. etc.
Automatically Appended Next Post: Dria! Hello! Didn't see you there at first. Yeah, I wanna play too. Darkinnit said today was possibly the day, so we'll have to see what's going on with it.
First off, Curse officially hates me. The Curse launcher doesn't launch MC for me.
So I download the FtB original launcher. Go through that.
There's something wrong with the Scaffolding texture from Immersive Engineering. and other things. (does anyone know what an "Upwards reference" is?)
Loading up it's just a big list of problems. I'm trying again, to see if it works, but dango. I'm very close to just downloading the mods manually and launching from the regular MC launcher.