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Topics - Ndagger

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News and Announcements / Map reset time? You decide
« on: September 07, 2017, 03:09:50 AM »
Alright...Gult's appears to be mostly dead again.  I still occasionally pop on to play the TFC map, but I'm bored, and I know most everyone else is too.  However, the one primary mod we're waiting on, EnderIO, has not budged it's progress meter in months.

Which leaves a question...to reset, or not to reset?  If we reset now, we will be playing without EnderIO until at least the next map reset.  I know some of you like it and rely on it fairly heavily for your builds.  But if we wait for it, we may never update.

I'm leaving this one up to you guys.  I reserve the right to enter a tiebreaker vote, but I will not vote otherwise.  Majority wins.

Poll runs for 2 weeks, after which, we make the call.  How long it'll take for me to put together a pack depends on whether or not it's available, what options we have to replace it, and what other mods people want.

If you have a request, feel free to post it here.  Additionally, third party packs are not out of the question, but let's avoid anything stupidly grindy like the Project Ozone pack I'm playing on YT right now, okay?

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Grab version 6.0.0 of the pack from ATLauncher and come join us on TerraFirmaCraft!  We're running several "quality of life" mods, but nothing majorly game-breaking or overreaching.

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News and Announcements / Server update options
« on: August 07, 2017, 02:30:44 PM »
Alright peeps, quick question. The server has been sitting more or less dead for months. I'm getting antsy to play again, but our mod updates aren't ready yet. We're waiting on, at least, EnderIO and Mekanism, which reportedly is having compatibility issues with the generators.  I don't want to leave these mods out, but it could be a month or more.

I've been playing a lot of TerraFirmaCraft lately and enjoying the change of pace and the challenge, and am thinking of installing a lightly modded version on Gult's for the interim until we have a good mod package to run with on 1.11 or 1.12.  It would be TFC with a 180 day year instead of the default 90. It would have quality of life upgrades, plus a few storage mods (jabba and storage drawers), plus railcraft, buildcraft, and immersive engineering. Homes would be enabled, but only one per person, to encourage building of roads and rails. Possibly hardcore darkness, so that working after dark wouldn't necessarily be more dangerous, but you would need lights, especially in mines.

What's the opinion here? I may move on this as early as tonight if people want a breath of that fresh pine-scented air that TFC offers.

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Okay, now that I got your attention with the title...

We're experiencing what to me appears to be a limited sort of map corruption.  Both Quark and Forestry have corrupted blockIDs, which means if you find a Forestry house or a place made out of Quark worldspawned blocks you are going to see some weird shit.  Like, not "haha thats funny that looks weird" weird, but "oh my god who smoked what when they came up with this abomination?" weird.

So far, it's only these two mods that are affected.  It's not widescale enough that it's forcing a map reset, so I'm going to hold off on it as long as possible.  If you built your base using any Forestry or Quark blocks, expect extreme weirdness.  If you had beehives near your place, they are most likely now Forestry greenhouse climate controller blocks that still somehow magically spit out bees but are completely unbreakable by any tool of man or gods (seriously, I can't even destroy them in creative mode, which has me more concerned than anything else).

If it gets any worse or any of our "core" mods are affected, this might force my hand on a reset.  Cross your fingers, I don't want to do one yet either.

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May as well fess up before I crawl through the logs to figure it out.  If I find you through the logs, I'm banning you.  If you come clean, I may just blow up your base.

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News and Announcements / Map reset and modpack update, 3/9/17
« on: March 10, 2017, 02:29:31 AM »
Due to overwhelming community choice, I went ahead this evening and updated the server's modpack to get rid of Extra Utilities 2 (which was crashing the everloving shitfuck out of us), and add Mystical Agriculture, No More Craft Conflicts (if you try to craft an item that has 2 possible outputs you can cycle between them with the little arrow), Bed Bugs (gives you a KICK ME button for if you get stuck in a bed), Thermal Expansion, and Extreme Reactors.

Mystical Agriculture has MOST things enabled.  I disabled some stuff that was completely ridiculously OP, like growing draconium, yellorium, vibrant alloy, diamonds/emeralds, etc. but left the rest.

Extreme Reactors has a 10x fuel multiplier and a .7 power multipler.  This means that it burns fuel 10x as fast and only produces 70% of the power.  I did this because I want people to consider pros and cons of various power generation alternatives instead of just going "BIG REACTORS DONE".  You'll have a choice between low-output power that's easy to build and operate (Thermal Expansion, Ender IO, Actually Additions, etc.), moderate power that's expensive but easy to automate (Extreme Reactors) or difficult to fully automate and requires infrastructure but is cheap once you get it (IC2 nuclear reactors), and high output power that's really expensive, difficult to fully automate, and carries potential side effects (Deep Resonance).

We also have a mining world.  Use the teleporter near spawn to get there.  The dimension is fully powered, you don't have to worry about it ever depleting and killing you.

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News and Announcements / Good news and bad news
« on: March 08, 2017, 10:53:48 PM »
Okay, so good news:  The transition to 1.10.2 has gone fairly smoothly, and FTB Utilities is proving to be a pretty decent method of handling not only grief prevention but also chunk loading.  Also, Thermal Expansion has finally, finally updated.

Bad news:  Extra Utilities is crashing us.  A lot.  And you're only seeing about 1% of the crashes.  Most of them are being aborted before they actually bring the server down by Forge just deleting the offending entity, whether it be a zombie, a player, a piece of cobblestone someone dropped on the ground, or a digital miner (yes, that happens, with alarming frequency).  The only ones you're actually seeing are when the entire world itself throws an error that Forge can't recover from.  That's bad.  Real bad.  What's worse, nobody seems to know exactly WHAT is causing it, and there's no updates for Extra Utilities available for us to try and see if it's fixed with an update.

The lowdown of this is, we're going to have to do something about this.  As most of you know, changing mods mid-map, or even changing configs mid-map, doesn't work.  It pretty much requires a map reset.  Now, I'm not going to do this on a whim, because we just got the server up not long ago and I really don't want people to end up getting frustrated because of constant, unpredictable map resets.  It's an inevitability, but it's not something that HAS to be done right this instant.  Therefore, I leave it to you guys.

Poll results after 3 days will determine our course forward: 

Option 1 is to just get it over with and do the reset, before anyone gets more invested in the map.  This option would involve us dropping Extra Utilities, adding Thermal Expansion, and adding in a few other mods.  Including Mystical Agriculture, if you want it, even if I can't disable the resource crops.  I'd be willing to throw in a "horribly OP" mod for one map to make up for the inconvenience of having to have it done so soon.

Option 2 would be to wait approximately 2 weeks, and then do a reset.  It'd be pretty similar to option 1, just delayed a bit to give people a chance to finish what they're working on.  With this option, I wouldn't toss in Mystical Agriculture, simply because, well, I don't think it'd be really necessary.

Option 3 would be to bull through it until we absolutely cannot put it off anymore.  We'd continue forward until A) we're ready for a regularly scheduled map reset, or B) the map corrupts to the point that the server's destabilized beyond reason.  It's not yet.  I predict it'll be at most 2 months before we get there, at this rate.  We're currently dealing with 3 hard crashes a day on average, based on past experience we've got somewhere between 2 weeks and 2 months before it all goes balls up.

Cast your votes.  If you have any requests for mods to be added on option 1 or 2, post in here.  If you have questions or just want to discuss options, feel free to post as well.

Cheers.

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Problems, Crash, Login Issues / Pack won't launch for you? Try this!
« on: February 27, 2017, 10:51:05 PM »
If you're running Java 7, that's your problem.  Uninstall it and install Java 8.  For some reason, our current pack hates Java 7 as much as the last one hated 8, so if you haven't updated for fear of it breaking, that broke it.

Funny how that works, huh?

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News and Announcements / MAP RESET COMPLETE, LIVE ON VERSION 1.10.2
« on: February 25, 2017, 09:15:55 PM »
Get yo ass in here, peeps!

ATLauncher pack is current at version 5.1.0!

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News and Announcements / The move to 1.10.2
« on: February 05, 2017, 11:23:38 AM »
It's about that time, peeps.  I've had a chance to get my living situation stabilized and actually have time to devote to "fun" again, including pack development for the next Gult's Gorge pack.  But, since this is a major version change, it's a much bigger project than just a pack change on the same version, and is complicated by the fact that our current plugin handler, Cauldron, was discontinued and replaced with a new one called Sponge, and that some of our plugins (like Multiworld) are unsupported, so new alternatives will need to be reviewed.

Let's talk mods.  I have a preliminary list of mods that I'm looking at adding, and then a few mods that essentially do the same thing that we should talk about and figure out what to do with.

For sure going into the pack:
Actually Additions
Baubles
Better Builders Wands
Blood Magic
Botania
Chisel
Chisels and Bits
Ender IO
Ender Storage
Extra Utilities
Fast Leaf Decay
Forestry
FTB Utilities
Gravestones
Immersive Engineering
Industrialcraft (yes, it's back!)
Iron Chests
Journeymap
Not Enough Wands
Open Computers
PSI
Railcraft
Super Circuit Maker
Tinker's Construct

Possibly going in:
Draconic Evolution (has cool things, but it makes the End a severe pain in the ass)
Compact Solars (I like the performance increase of this, but not the "free power" aspect)
Extreme Reactors (Big Reactors clone.  If it goes in, fuel will be nerfed, cause it's too "easy" otherwise)
RF Tools (I like the mod, but some things will need nerfed and others will need disabled altogether)

PICK ONE:
Applied Energistics 2 vs. Refined Storage - Both do the same thing.  Refined Storage is basically what the original Applied Energistics was, before the advent of channels.  It's not as powerful, but it's more simplified.  Do we want simple, or do we want powerful?  I lean towards AE2.
Bagginses vs Iron Backpacks - Backpack mods.  Iron Backpacks are more customizable, Bagginses is more simplified.  I lean towards Iron Backpacks.

As for plugins, we will be attempting to use Multiverse instead of Multiworld.  It should be relatively similar in function, but the commands might differ.  I'm also going to try to find up to date versions of PermissionsEx (our permissions and homes handler), and WorldEdit.  I'm not entirely sure if I'm going to put in the time to try to find an up to date version of Prism yet...FTB Utilities includes chunk claiming, in which once you've claimed chunks only you or people on your friend's list can interact with those chunks, which should stop any sort of griefing.  We'll see what we can find, though.

I'll be doing some hunting around to see if there's other mods out there that we might want to check out, and if I find something interesting, I'll drop it in here.  It's worth noting that, at last I checked, Thermal Expansion is still not in 1.10.2.  Neither is Buildcraft.  Hence bringing EnderIO on board, and bringing back IC2.  Tentatively, I'll be starting development of the pack next weekend, and if all goes well should have the server up to date and rolling by next Sunday night.  That's by no means a guarantee, mind you, but a hope.  We'll see.

Anyway...discuss!  For the mods that are in conflict, do you have a preference, and why?  Are there any mods you want to see?  The ones that are up in the air, what are your thoughts on that?  If I'm going to put in the time to do a major version change, I want it to be a kickass pack that's going to give us months on end of quality Minecrafting.

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News and Announcements / Unannounced map reset, 8/28/16
« on: August 27, 2016, 11:19:31 PM »
So, there's a reason why I dislike changing the modpack mid-map.

This map reset is the perfect example.

For what it's worth, I'm sorry about the unannounced reset.  I've set the pack to give a full set of diamond tools to each person on first join.  I know it's not much, but at least you'll be able to start getting back into the swing of things without having to go through "standard" tool progression.

Basically what happened is this:  I neglected to add ExtraTIC when I first set up the pack.  I added it, about a week ago, and it caused no trouble, everything was fine.  Fast-forward to today.  Last night, we had talked about how Thaumic Energistics wasn't in the pack either, and I said I'd try to add it today.  Well, I did, and it broke Applied Energistics, Thaumic Energistics required the newest beta versions instead of the stable versions.  So I updated Applied Energistics.  I pushed the update to the server, and it broke, because AE2 Stuff only works with the stable versions.  There was a beta version available for the AE2 betas, so I installed that, as well as BDLib (the dependency).  This seemed to fix it, but then we noticed that trying to look up the uses of ANYTHING in NEI crashed clients to desktop.  That's a pretty integral part of NEI, so I tried updating NEI and all of it's stuff also, but that didn't fix it.  I didn't want to have a pack that had a blatant, easily triggered crash bug, so I downgraded everything I had just upgraded.

The map broke.  I tried restoring from backup, but it was still broken.  I was left with no choice but to reset the map.

From this point forward, I'm not going to add mods mid-pack.  After the first day of a modpack, the pack is locked in stone.  I will update mods only in the case of a crash bug or an exploit that is fixed in a newer patch.  I won't be adding anything, because I don't like having to do this.  Seriously, I felt super guilty when I had to delete the world folder, because I know how much work some of you had put into your shit, and me not thoroughly testing the pack before I pushed the update caused it all to be lost.

I apologize.  I took a shortcut, figuring everything would be okay, instead of thoroughly testing everything before I made a change.  I'll do my best not to let that ever happen again.

In brighter news, I did find a version of Thaumic Energistics that works with the stable version of AE2, so we have that now.  We also have Draconic Evolution and EnderIO, as well as Thaumcraft NEI functionality.  So we picked up a few new toys to play with.  Hopefully that's enough of a perk to lessen the sting.

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Chago has paid for a secondary server for us for the next few months to run a TFC-themed modpack alongside our FTB Skyblock Evolved instance, so we have the best of both worlds!

To get started, you will need the modpack.  Look up "TechNodeFirmacraft" in the ATLauncher packs section and install it.

---YOU WILL NEED THE FOLLOWING OPTIONAL MODS SELECTED TO PLAY---
-360 Days
-Prattle (a chat handler)
-Localized Weather and Storms
-Fastcraft

---HIGHLY RECOMMENDED FOR OPTIMAL EXPERIENCE---
-INpureCore
-Waila
-Inventory Tweaks
-Macro Keybind Mod
-Dynamic Lights
-Mapwriter (use of the other two map mods is not recommended due to performance issues)
-Optifine

---IF YOU HAVE A BEEFY MACHINE AND WANT PRETTY---
-Connected Glass
-Better Foilage

We are NOT running this pack in HQM Mode!  Although I thought about it, because it would give new players a bit of a helping hand in teaching them the mechanics, I ultimately decided against it, both because it would make resources a lot easier to come by if everyone got the rewards for completing quests, and because I don't want someone to end up dying a bunch of times and get "hardcore" banned from the server for it.

To make it easy, during install hit "Use Share Code" and enter the code eRgNDu0L to select all of the above easily.

I have generated (and regenerated, and regenerated, and regenerated, and...) the map until we had a decent spawn location to work with.  It's not perfect.  It's not a paradise.  But it will allow us to survive, then thrive, and that's what this pack is all about.

If you have never played a Terrafirmacraft-based modpack, you are GOING to be lost.  Ask for some help, or spend some time reading the wiki, or watch a few videos on it (I have a couple of series on it that might help you get started on my Youtube channel!)  You will NOT be able to figure out how to play this pack without at least a few hints to get you started!  The early game is almost completely vanilla TFC based, the "tech" part doesn't start until the bronze age, and doesn't really start in full swing until the advent of black steel, so it's going to be a while.

A few things to be aware of:

-You do not HAVE to play as part of the city I'm founding.  If you want to go it alone, go for it!

-I have created a gravel path from the spawn location to the area where I intend to found our village.  Do not build anything there if you are not planning on participating in the village, please.  I'm going to be upset if someone claims it as their base and doesn't want to play with others.  And by upset, I mean I'm currently in creative mode and I will eradicate your base for it.

-Please note that crops grow stupid slow due to the 360 days mod.  If someone wants to get started with agriculture right away, we may want to limit ourselves to fast growing crops for the first year, because slow crops might not be completely grown before winter settles in, and we are NOT in a warm enough area for crops to overwinter!

-The server is currently set up with time dilation if nobody is online.  Time will run 1000x slower with no players online.  This will keep us from going to sleep one morning in early spring and logging in during mid fall, or whatever.

-I have NOT prospected our starting location for minerals, only for strict habitability.  There are a few resources I spotted that'll help us with that, but as far as minerals are concerned, the only thing I found was lead, and that was by accident, and it is not suitable for tool building.  We are starting, essentially, from scratch here.

The server is LIVE at s7.hosthorde.com:26390 as of the time of this post.  Hop in and start Terrafirmacrafting!

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General Discussion / For the next pack, how about a complete 180?
« on: May 18, 2016, 10:24:57 PM »
So, I've been playing around with a new Terrafirmacraft based modpack called TechNodeFirmacraft.  Basically, it's TFC with a bunch of flavor mods added to enhance the early game...and a bunch of tech mods spliced in for the late game.  What kind of tech mods?  Forestry, Immersive Engineering, Mekanism (I can hear Chago drooling already), Railcraft, and Open Computers, to name a few.

Basically, here's how it works, for those who haven't played TFC.  Early game, it's HARD.  Like, super hard.  Like, "don't go out after night you are almost certainly going to get killed" hard.  You have to scrounge or hunt for food, secure water (and a way to transport it, if you aren't staying near a freshwater lake), build secure lodgings for yourself, hunt up enough small bits of metal to start making the early tier metal tools, establish a farm, hunt for different rock types, find, lure, and domesticate animals, chop down wood for resources and charcoal....all at the same time.  Metal itself is difficult to find, spawning in very large (but very infrequent) deposits that require dedicated prospectors to go out and locate.  Tools, aside from early bronze-age tools, have to be pounded out by a blacksmith, and his skill affects the quality of the tool.  Crops take time to grow, and a more skilled farmer can better see the nutrient requirements of the crops, as well as collect additional seeds to improve the farms further.  Animals have to be tamed before they'll provide goodies to the "tribe", meaning someone has to be tending them on a fairly frequent basis.  And charcoal has to be made in huge, hulking pits that can span to literally thousands of pieces of wood, meaning lumberjacks are necessary as well.  Hunters.  Warriors to defend the town from the spiders and skeletons at night.  Potters to collect clay and fashion it into usable pottery.  Cooks to prepare meals.  Artisans to spruce up the boring scenery around the town with carvings, sculptures, engravings, custom fixtures (all of which is possible with the chisel)...

It's a big chore for one person, which is why this map lends itself so perfectly to a SMP experience.  I would be founding a large city near spawn where anyone who wanted to contribute could pick a plot, choose a profession for themselves (basically, something they're going to specialize in to help the community), and build a house for themselves, enjoying having less to do themselves because many hands make easy work.  There'd also be a need to found smaller camps here and there for charcoal production, as well as around mineral-rich areas, which means we'll probably need paving teams (and later on, railworkers to lay rail for a train system)...there's a hell of a lot to do, and when you have a huge, thriving community set up instead of a couple of people sitting around a campfire gnawing on cold carrots and running away whenever a zombie wanders too close, it's satisfying as hell.

The downside...the early game is all manual, and boy is it.  Stone tools (those that you can actually create) have very low durability, and work slow as hell.  Even some of the early metal tools are very slow compared to what we're used to in "vanilla" Minecraft.  It's also very dangerous, and you have to constantly be paying attention to your hunger and thirst (you won't outright DIE if they deplete, but either can easily be fatal), as well as staying close to populated areas and/or walling yourself in at night, because nights are FUCKING SCARY AS HELL.  Skeletons and spiders can easily overwhelm a player in the early game and kill them without much trouble, and bears?  They're aggressive, even during the day, and they are capable of three-shotting even a full health player.  It is very much a matter of "survive, then thrive" in this pack.  And that's part of what makes it so damned satisfying.

So, let me hear your thoughts.  Do we want to try going to some oldschool manual labor again?  Or do we want to forge ahead onto 1.9 with a standard pack when it's ready?  Mind you, I am not ready to reset the map quite yet, so you have nothing to worry about if you're still playing Skyblock Evolved.  But I think we're close enough to the "end" of the map to start discussing where to go from here.

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Welcome to FTB Infinity Evolved Skyblock on the Gult's Gorge server!  There's a couple things you should know before you get started.

First, do NOT use ATLauncher for this map!  It will be coming back once we make the jump to the next map, but for this map you MUST use the FTB Launcher available from the Feed the Beast website, and use the FTB Infinity Evolved Skyblock modpack.  The ATLauncher pack is not up to date, and I can't upload this pack to it because I didn't create it!

Second, when you spawn, you will be in a waiting area.  A member of the staff MUST create an island for you, or you must join an island previously created for one of your friends!  If you're just getting started and you're not joining anyone else, ask an admin to create an island for you.  If you're joining a friend's island, just use /island join <their ingame name> to join them!

Third, when you open your inventory, there is an option to claim chunks.  Any chunks you claim can only be modified by people who you have set as your friend.  You do this through the FriendsGUI at the top of the inventory screen, find your friend's name, right click them, and add them to your friends and then they can modify your claimed chunks, so they can work together with you!  You can also force-load chunks by control-clicking them (control-rightclick to remove chunkloading), and each player is allowed up to 50 chunkloaded chunks at the moment.  BEWARE, these work in offline mode, so if you leave machines running that require fuel or coolant, you may have issues!

If you have any questions, let one of us know.  Otherwise, happy Skyblocking!

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General Discussion / Bored yet? What should we do now?
« on: April 14, 2016, 05:21:57 PM »
So, we're getting to that point again where the server's population is flagging, and I'm looking at the possibility of doing...something to it.  But I don't know what yet.  This isn't my server, after all, it's where all of us play and therefore I want to know what everyone thinks, but I have a few ideas that I'd like to run past you guys.

First, if people aren't done playing on SkyGults 2 yet, we can certainly keep this map going, pretty much indefinitely.  Or, if you guys are starting to get tired of it, we can look at doing a regular pack, but I really do not want to move to the 1.8 builds yet, because most of the mods are already working towards 1.9 releases, and from what I know some of the mods we use have skipped over 1.8 entirely, so if we do want to do a standard pack, we have the choice of staying with 1.7.10 or waiting a while longer and moving to 1.9.

But, there's another option, and this is the one I'm considering.  We have among us a lot of people who have some really masochistic playstyles...I mean, we DID run Gregtech for multiple maps, after all...and I've been playing with a modpack recently that takes our current SkyGults pack and makes it look like a walk in the park on a summer's day.

I'm talking about FTB Infinity Evolved Skyblock, Expert mode.

Take a standard Skyblock modpack and, to summarize, Gregtech it.  Recipes are changed to be much, MUCH more difficult than before.  Tech mods frequently require parts built with other tech mods, power generation is much more difficult because lava power generation is completely disabled (yes, ALL lava power generation) forcing you to find other sources of energy, and having even a basic AE system is an announcement to the server that "hey, I'm fuckin' rich and have basically beaten this modpack".

How far can you go with it?  Well, let's just say that there is a crafting recipe that allows you to make CREATIVE energy cells and tanks and no I am not joking there actually is.

I'm having fun playing it in single player.  I know Chago would love it.  But we're just two people among the entire community, and if you guys wouldn't enjoy a challenge of that magnitude, we're not going there.  So, cast in your votes.  Do we stay with the current pack, for one reason or another?  Do we move on with a pack in 1.7.10 until we're ready to make the leap to 1.9?  Or do we say fuck it, write off all of our free time for the next couple of weeks, and give FTB Infinite Evolved Skyblock Expert a shot?

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