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2014/04/25 23:07:32
Subject: Re:Feed The Beast Monster Server (Minecraft)
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2014/04/26 06:01:39
Subject: Feed The Beast Monster Server (Minecraft)
Probably more an issue with the IndustrialCraft NEI plugin (which I believe is updated by the makers of IC, not of NEI)
Would make sense seeming FTB has the experimental version of IC
2014/04/26 09:37:41
Subject: Feed The Beast Monster Server (Minecraft)
"dave you are the definition of old school..." -Viktor Von Domm My P&M Blog : It's great how just adding a little iconography, and rivets of course, can make something look distinctly 40K-adamsouza
"Ah yes, the sound of riveting.....Swear word after swear word and the clinking of thrown tools" "Nope. It sucks do it again..."- mxwllmdr
"It puts together more terrain, or else it gets the hose again...-dangledorf2.0
"This is the Imperium, there is no peace, there are only rivets" -Vitruvian XVII
"I think rivets are the perfect solution to almost every problem"- Rawson
More buildings for the Building God! -Shasolenzabi
2014/04/26 09:40:42
Subject: Feed The Beast Monster Server (Minecraft)
Curse those people at Extra Utilities. They fixed the ability to put a watering can in an Autonomous Activators in 1.0.11.
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.
2014/04/27 20:38:41
Subject: Feed The Beast Monster Server (Minecraft)
Wasn't my fault, the only thing I added recently was an Elevator Block system so we could get up and down from our slime island.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2014/04/28 01:09:50
Subject: Feed The Beast Monster Server (Minecraft)
In which case it probably is my fault, however I don't know what part of the tunnel borer will have broke things,as it was working earlier on, however removing the ender chest from on top of the turtle would fix it, if I could get to it .
2014/04/28 17:13:13
Subject: Re:Feed The Beast Monster Server (Minecraft)
So the FTB team are against the idea of multiple energy systems in most modpacks.
Linky
Spoiler:
Jadedcat, post: 623024, member: 1388 wrote:As Eyamaz and I have started looking towards official 1.7 modpack builds we have noticed many changes in MC mods. We are not comfortable with continuing to attempt to balance multiple energy systems against each other in every pack. Packs always end up feeling like they have one main energy system and every other system is just on the side. There are also less mods with native support for only IC2 or BC at this point. Most mods have swapped to or are at least compatible with RF. Going forward to 1.7 modpacks our main energy system will be RF. We may make packs that focus on other energy systems as well depending on how viable it is to find enough addons for other energy systems. With the ID change in 1.7 it will not be nearly as difficult for players to drop mods into the packs after creation or even to combine many of the packs into 1 large pack. This is nothing against IC2 or BC. Most of the modding community has adopted or added support for RF and for the first time in quite a while modded minecraft has a nearly universally accepted energy system.More and more it feels off to place a few mods that don't support RF in packs that are mainly powered by RF.
What this means:
Mods we will be looking at most closely for inclusion in most 1.7 official packs will be mods with native RF support.
Mods without native RF support but with native MJ support will be considered based on what they add that isn't present in the other mods.
EU mods will probably be in their own pack assuming there are enough of them to fill out a pack that is significantly different from the main packs
Our goal going forwards is to keep a consistent modpack feel in the main packs. 1 energy system per pack not 3 or 4 or 5.
This means our Flagship pack and Tech 3 will be RF based with only mods that can be powered by or provide power for RF. Magic 3 of course won't have an energy system unless someone adds a magic energy system. The plan is to make a magic themed pack that isn't just a collection of every magic mod we can find. Lite3 will probably closely resemble Lite2. A new to be named pack or packs may be created to showcase the other energy system mods. More quest books and more maps will be making an appearance in 1.7 since we won't need to spend so much time dealing with ID conflicts. As we get closer to having official 1.7 packs we will be providing you with more information and lore. Right now Eyamaz and I are making our modlists and planning the themes for 1.7.
We realize this decision may upset some die hard traditionalists. However the modpack team has decided to move forwards with the rest of the MC community. For those that absolutely have to have every mod in a single pack 1.7 will make it possible for you to do so on your own. Again this does not mean that non-RF mods will not be in any packs, just that the main packs will be focused on a single energy system.
Edit to Add: The only mods not natively supporting RF one way or another are IC2, BC, RailCraft and Forestry. And the last 3 can be powered by RF through conversion.
Pahimar, developer of EE3, is not a fan. Nor am I.
I'm just now getting to read @FTB_Team's stance on mod packs in MC 1.7. Respectfully, I very much disagree with their plans.
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.
2014/04/28 17:22:13
Subject: Re:Feed The Beast Monster Server (Minecraft)
4oursword wrote: So the FTB team are against the idea of multiple energy systems in most modpacks.
Linky
Spoiler:
Jadedcat, post: 623024, member: 1388 wrote:As Eyamaz and I have started looking towards official 1.7 modpack builds we have noticed many changes in MC mods. We are not comfortable with continuing to attempt to balance multiple energy systems against each other in every pack. Packs always end up feeling like they have one main energy system and every other system is just on the side. There are also less mods with native support for only IC2 or BC at this point. Most mods have swapped to or are at least compatible with RF. Going forward to 1.7 modpacks our main energy system will be RF. We may make packs that focus on other energy systems as well depending on how viable it is to find enough addons for other energy systems. With the ID change in 1.7 it will not be nearly as difficult for players to drop mods into the packs after creation or even to combine many of the packs into 1 large pack. This is nothing against IC2 or BC. Most of the modding community has adopted or added support for RF and for the first time in quite a while modded minecraft has a nearly universally accepted energy system.More and more it feels off to place a few mods that don't support RF in packs that are mainly powered by RF.
What this means:
Mods we will be looking at most closely for inclusion in most 1.7 official packs will be mods with native RF support.
Mods without native RF support but with native MJ support will be considered based on what they add that isn't present in the other mods.
EU mods will probably be in their own pack assuming there are enough of them to fill out a pack that is significantly different from the main packs
Our goal going forwards is to keep a consistent modpack feel in the main packs. 1 energy system per pack not 3 or 4 or 5.
This means our Flagship pack and Tech 3 will be RF based with only mods that can be powered by or provide power for RF. Magic 3 of course won't have an energy system unless someone adds a magic energy system. The plan is to make a magic themed pack that isn't just a collection of every magic mod we can find. Lite3 will probably closely resemble Lite2. A new to be named pack or packs may be created to showcase the other energy system mods. More quest books and more maps will be making an appearance in 1.7 since we won't need to spend so much time dealing with ID conflicts. As we get closer to having official 1.7 packs we will be providing you with more information and lore. Right now Eyamaz and I are making our modlists and planning the themes for 1.7.
We realize this decision may upset some die hard traditionalists. However the modpack team has decided to move forwards with the rest of the MC community. For those that absolutely have to have every mod in a single pack 1.7 will make it possible for you to do so on your own. Again this does not mean that non-RF mods will not be in any packs, just that the main packs will be focused on a single energy system.
Edit to Add: The only mods not natively supporting RF one way or another are IC2, BC, RailCraft and Forestry. And the last 3 can be powered by RF through conversion.
Pahimar, developer of EE3, is not a fan. Nor am I.
I'm just now getting to read @FTB_Team's stance on mod packs in MC 1.7. Respectfully, I very much disagree with their plans.
Personally, without IndustrialCraft, I don't see a point of using FtB.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2014/04/28 17:52:28
Subject: Re:Feed The Beast Monster Server (Minecraft)
Buildcraft removal is also not something I'm happy about.
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.
2014/04/28 17:58:11
Subject: Feed The Beast Monster Server (Minecraft)
Forestry also MJ as its 'core' energy unit. I really doubt they'd ever take Foresty out of the game considering it's so fundamentally unique and quite comprehensive.
Plus, there's Rotarycraft that everyone has just started to toy around with.
All this standarization of energy systems seems to be backlash against BC and (to a lesser degree) IC due to mod author drama.
2014/04/28 18:01:56
Subject: Re:Feed The Beast Monster Server (Minecraft)
Railcraft doesn't gel with RF much either. And it adds some things that nothing else does, although there is duplication.
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.
2014/04/28 18:30:12
Subject: Feed The Beast Monster Server (Minecraft)
Oops. Well we just found out what happens when the server's disk gets full. Sorry I've been too busy and forgot to keep an eye on it. Don't worry, I have backups - it's the backups that have filled the drive. I'll fix it when I get home.