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Made in gb
Regular Dakkanaut



Drifting Aimlessly Through Space

i thought reliquary was in the disabled but available mods-- it is like biomes o plenty , which also is in the disabled mods on the launcher , so i theory we could add reliquary .
also what biomes, if we use biomes o pleanty is enabled


Automatically Appended Next Post:
also when are we updating ?

This message was edited 1 time. Last update was at 2013/07/23 10:30:57


 
   
Made in gb
Longtime Dakkanaut






London, UK

In theory we could add Reliquary, yes. But it was disabled for balance reasons (probably because the Tome of the Alkahest and other items are rather overpowered) whereas BoP was disabled more as a sort of "enable it if you want them" sort of thing. I'm going to stick with Reliquary disabled, but will likely enable BoP (because of the huge content it adds).

When they were saying we would have to reset for 1.6, I was going to just have a BoP overworld, because it would be reset on upgrade anyway. Now that we're trying to maintain a world across updates, I would probably have a vanilla biomes only overworld and have a BoP mystcraft age (with all BoP biomes). That way, if in 1.6 BoP is massively changed or gone altogether, we only have to drop one age rather than reset the world. (This is one of the reasons we have to reset the 1.4 world - ExtraBiomesXL is gone).

I don't want to give an ETA on the update yet, especially as Unleashed is still not publicly live on the launcher yet (you still have to use a private code for now). However, I have been preparing a world now that things are looking fairly settled (I already have the beginnings of a spawn area set up).

   
Made in gb
Regular Dakkanaut



Drifting Aimlessly Through Space

shame about Reliquary, i liked the alkahiest and salamanders eye , they were powerful , nice to hear about so far stable world , however i have found a memory leak with mps and hope it is fixed before official release
   
Made in gb
Morbid Black Knight






Wales

Reliquary didn't add much that other mods didn't, beyond a duplication system. It was abusable with ease, but I never used it on the server.

The handgun was cool, but Plasma Cannons do it better.

Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
Made in gb
Regular Dakkanaut



Drifting Aimlessly Through Space

And railguns were and are the best
   
Made in au
Frenzied Juggernaut





Australia

With mods being dropped because of bugs, I'm surprised the portal gun mod wasn't dropped lol.

Then again maybe its fixed up a bit now.

Dark Eldar- 1500pts Completed
Grey Knights- 1500pts 1 Guy done
Chaos Daemons- Approx 5000pts
Slaanesh Daemons- 1500pts, in progress
Khorne Daemons- 1500pts, in progress
Death Korps of Krieg- Plans being formulated.
---------------------------------------------------
High Elves- Approx 2000pts
Vampire Counts- Raising the dead once more 
   
Made in gb
Longtime Dakkanaut






London, UK

Mods that were dropped for bugs were for game breaking bugs.

Getting stuck in the floor isn't really a game breaking bug and you can work around it by placing the portal one block higher on the wall (unless you know of another portal gun bug?).

I think the Enhanced Portals mod was breaking vanilla nether portal linking, in a very game-breaky sorta way.

The Death timer mod somehow managed to mess up and prevent you from respawning in some cases, so that was just a tad game-breaky .

   
Made in us
Arch Magos w/ 4 Meg of RAM






At first I was sad since I use the tome for a lot of easy transmuting that can be done other more complicated ways

Then I remembered I need a blood ocean so i'd probably be melting all my redstone anyway

Godforge custom 3d printing / professional level casting masters and design:
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Made in au
Frenzied Juggernaut





Australia

 darkinnit wrote:
Mods that were dropped for bugs were for game breaking bugs.

Getting stuck in the floor isn't really a game breaking bug and you can work around it by placing the portal one block higher on the wall (unless you know of another portal gun bug?).

I think the Enhanced Portals mod was breaking vanilla nether portal linking, in a very game-breaky sorta way.

The Death timer mod somehow managed to mess up and prevent you from respawning in some cases, so that was just a tad game-breaky .



Yeah the bugs the portal guns had (as far as Im aware) weren't game breaking, I used to just always get stuck in the ground whether I put the portal a block up or not and my gun kept linking to other peoples portals which made it pretty useless.

Dark Eldar- 1500pts Completed
Grey Knights- 1500pts 1 Guy done
Chaos Daemons- Approx 5000pts
Slaanesh Daemons- 1500pts, in progress
Khorne Daemons- 1500pts, in progress
Death Korps of Krieg- Plans being formulated.
---------------------------------------------------
High Elves- Approx 2000pts
Vampire Counts- Raising the dead once more 
   
Made in us
Incorporating Wet-Blending







 Xeriapt wrote:
my gun kept linking to other peoples portals which made it pretty useless.

afaik, thats not a bug but intended behavior for the P-body and atlas guns (not sure about vanilla or potato). The Bacon gun is specifically geared for mp servers, as those portals are tied to the gun itself.

This message was edited 1 time. Last update was at 2013/07/23 15:48:41


   
Made in au
Frenzied Juggernaut





Australia

 Ramos Asura wrote:
 Xeriapt wrote:
my gun kept linking to other peoples portals which made it pretty useless.

afaik, thats not a bug but intended behavior for the P-body and atlas guns (not sure about vanilla or potato). The Bacon gun is specifically geared for mp servers, as those portals are tied to the gun itself.


Well, if it is a feature, it was bloody annoying lol.

Dark Eldar- 1500pts Completed
Grey Knights- 1500pts 1 Guy done
Chaos Daemons- Approx 5000pts
Slaanesh Daemons- 1500pts, in progress
Khorne Daemons- 1500pts, in progress
Death Korps of Krieg- Plans being formulated.
---------------------------------------------------
High Elves- Approx 2000pts
Vampire Counts- Raising the dead once more 
   
Made in gb
Regular Dakkanaut



Drifting Aimlessly Through Space

 Ramos Asura wrote:
 Xeriapt wrote:
my gun kept linking to other peoples portals which made it pretty useless.

afaik, thats not a bug but intended behavior for the P-body and atlas guns (not sure about vanilla or potato). The Bacon gun is specifically geared for mp servers, as those portals are tied to the gun itself.
the potato gun is the same as the bacon gun , vanillia is like the p body ones
   
Made in gb
Longtime Dakkanaut






London, UK

Yeah, if you get a portal gun and it's not a bacon/potato one (which give you personal portals), and you can't craft the portal gun with a pork chop or potato to get the bacon/potato gun, I'll happily trade it for one.


Automatically Appended Next Post:
The portalgun mod was originally developed for challenge maps, so that's why the portals are shared on the default guns. Crafting the default gun with a pork chop gives personalised portals and crafting the default one with a potato gives personalised portals plus a talking potato

This message was edited 1 time. Last update was at 2013/07/23 16:18:57


   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

I don't really see much point in resetting the world twice...
   
Made in gb
Longtime Dakkanaut






London, UK

 Corpsesarefun wrote:
I don't really see much point in resetting the world twice...

Did you read the previous page?

   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

I did.

What I meant to say was I don't see much point in updating to the unleashed pack so quickly (thus requiring a reset) and then updating to 1.6 not long after that (which while it may not require a reset it would be considerably easier on your part dark).

I'd rather just wait for 1.6 and then have a clean slate then.
   
Made in gb
Regular Dakkanaut



Drifting Aimlessly Through Space

But due to the mod authers of some of the major mods taking time off over the summer therefore due to that and the fact that 1.6 broke some mods ftb for 1.6 is probably a long time off
   
Made in ie
Screaming Shining Spear






don't take away xenos reliquary!!!

 
   
Made in gb
Longtime Dakkanaut






London, UK

I'm not taking it away. I'm just not adding it back in. Huge difference.

   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

I'm ok with a few months wait for 1.6.

What I'm not ok with is a reset in a month or so and then only using that world for a few months before 1.6 finally hits.
   
Made in au
Lady of the Lake






 Ramos Asura wrote:
 Xeriapt wrote:
my gun kept linking to other peoples portals which made it pretty useless.

afaik, thats not a bug but intended behavior for the P-body and atlas guns (not sure about vanilla or potato). The Bacon gun is specifically geared for mp servers, as those portals are tied to the gun itself.


All of them besides the potato and bacon will be public portals. It's intentional.

   
Made in gb
Longtime Dakkanaut






London, UK

 Corpsesarefun wrote:
I'm ok with a few months wait for 1.6.

What I'm not ok with is a reset in a month or so and then only using that world for a few months before 1.6 finally hits.

I understand your concern, it's the main reason I originally worded my info page to make it clear a reset was very likely. However, that was when I thought the FTB team were still recommending resets for 1.6 due to changes to Forge. It was somewhat frustrating for me to see them change their tune just a few hours after I posted that poll.

Now that they're saying any resets would only be required if mods leave or change significantly, it's much less of a problem.
http://forum.feed-the-beast.com/threads/ftb-ultimate-and-other-older-modpacks.26786/
It is intended that worlds created in this pack will work with the 1.6 update although this is dependant on mod updates.


One of the main mods that could mean a required restart, Biomes o Plenty, has been updated to 1.6 and has had two further updates since then.
http://www.minecraftforum.net/topic/1495041-162-forge-biomes-o-plenty-v059-r1-bug-fixes/

Version 0.5.7 '7/9/2013'

- Full update to 1.6.2


I'm also trying to avoid any potential problems caused by changes to Biomes o Plenty by keeping it in a separate Mystcraft age (Mystcraft also has a new 1.6 release imminent)

Other major worldgen mods are Buildcraft (oilwells), Natura (trees everywhere) and Thaumcraft (barrows, obelisks). Have I missed any?.
While I can't predict the future, I find it unlikely that Buildcraft would be unavailable for 1.6, Natura seems too new to suddenly stop developing and Thaumcraft has been teasing videos of 1.6 features.

A lot of other mods like Xycraft and ExtraBees etc now have the "retrogen" feature, where new items (like hives and ores) can be added to existing chunks. When Xycraft arrives in 1.6, I should be able to "retrogen" the ores into existing chunks and if not, I can just reset the mining age. If we do have an unfortunate event of a mod leaving or having ID changes, their ores can easily be swapped with stone or the new item ID.

We can't do the same for the 1.4 world, because there are no simple swaps for Redpower items, Redpower worldgen and ExtraBiomes worldgen. Even if there were, it would still be a mess.

It is reasonable to be skeptical that in a modpack with 70 mods that not all of them will make it to 1.6 without at least some annoying change. However, you can always still wait for 1.6 and I will make the 1.4 world available for download as I did with the Tekkit and Direwolf worlds. You could even look at 1.5 as being another "test" server like the Direwolf one was, except this time I'm going to try to keep the world if at all possible.

   
Made in gb
Regular Dakkanaut



Drifting Aimlessly Through Space

also how about mystcraft world gen librarys
   
Made in gb
Morbid Black Knight






Wales

Heh, testing out a soul shard zombie grinder for iron production. It's made half a stack, as well as half a stack each of Carrots and Potatoes. Much of the armour created has been thrown in a void pipe, not to mention more than a stack of zombie heads, heart containers, and a metric fuckton of rotten flesh. Is there anything useful I can do with it?

At least Bone Bricks exist now in Unleashed, but they need 2 bones and 2 bricks per bone block. I was expecting 9 bones to one block, but oh well.

And Tinker's Construct Smelters, how good are they? They look like a lot of effort for not a huge amount of gain.

Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
Made in gb
Longtime Dakkanaut






London, UK

cptprice0330 wrote:also how about mystcraft world gen librarys

Sorry, when I said "other world gen mods", I meant other than Biome o Plenty and Mystcraft that I mentioned above that. So yeah, Mystcraft will be around for 1.6

4oursword wrote:Heh, testing out a soul shard zombie grinder for iron production. It's made half a stack, as well as half a stack each of Carrots and Potatoes. Much of the armour created has been thrown in a void pipe, not to mention more than a stack of zombie heads, heart containers, and a metric fuckton of rotten flesh. Is there anything useful I can do with it?

At least Bone Bricks exist now in Unleashed, but they need 2 bones and 2 bricks per bone block. I was expecting 9 bones to one block, but oh well.

And Tinker's Construct Smelters, how good are they? They look like a lot of effort for not a huge amount of gain.

I don't understand the attraction of soul shards when MFR's spawner exists. Grind away killing 1024 things (but free spawning after that) or just catch one (and supply power and goo to keep it running)? I know which one I prefer.

Tinker's Construct Smelteries are the very core of Tinkers Construct. You can't make any of the awesome Tinkers Construct tools without it. If you haven't tried one out or at least seen it in use in a video, you're missing out.

   
Made in gb
Decrepit Dakkanaut




Swindon, Wiltshire, UK

Ah, the retrogenning solves the majority of my concerns about the server needing a second reset...

In which case I suppose I'm in favour of updating to unleashed.
   
Made in gb
Decrepit Dakkanaut






UK

I'm gunna keep my vote with waiting until 1.6, both because it's not going to win at this point and because I'm a stubborn feth.

Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.

Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.

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Made in us
Arch Magos w/ 4 Meg of RAM






 darkinnit wrote:

And Tinker's Construct Smelters, how good are they? They look like a lot of effort for not a huge amount of gain.

I don't understand the attraction of soul shards when MFR's spawner exists. Grind away killing 1024 things (but free spawning after that) or just catch one (and supply power and goo to keep it running)? I know which one I prefer.


MFR's grinders don't produce quite enough essence to keep running, you need a 2nd source
that and soul shards seem to spawn faster

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Made in gb
Longtime Dakkanaut






London, UK

Avatar 720 wrote:I'm gunna keep my vote with waiting until 1.6, both because it's not going to win at this point and because I'm a stubborn feth.



Grundz wrote:
 darkinnit wrote:

I don't understand the attraction of soul shards when MFR's spawner exists. Grind away killing 1024 things (but free spawning after that) or just catch one (and supply power and goo to keep it running)? I know which one I prefer.


MFR's grinders don't produce quite enough essence to keep running, you need a 2nd source
that and soul shards seem to spawn faster

Try slimes, each sub slime counts as another mob. Compound that with Natura (or is it Tinkers'?) "Blue slimes" being everywhere on the surface in Unleashed and well...

EDIT: Gah this post was edited 4 times to tidy up Grundz' sloppy quoting

This message was edited 4 times. Last update was at 2013/07/24 14:14:40


   
Made in us
Arch Magos w/ 4 Meg of RAM






Slimes are no issue you just need one soul grinder somewhere for any reason to help provide the excess essence
and slime isnt' really all that useful in massive quanities.

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