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Topics - Ndagger

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News and Announcements / Gult's Gorge updated to 1.12
« on: November 03, 2017, 01:42:01 AM »
Note that we are NOT using the ATLauncher version of the modpack, we are using the Twitch launcher!  Hit this topic for all the information you should need:

Mod listing:
Actually Additions
Aroma1997's Dimensional World (mining world)
Astral Sorcery
Bad Wither No Cookie (wither-muting)
Deep Resonance
Draconic Evolution
Envirionmental Tech
Extreme Reactors
Fast Leaf Decay
Flux Networks
Forestry + Binnie's Mods + Gendustry
FTB Utilities
HWYLA (WAILA) + addons
Immersive Engineering + Immersive Petroleum + Immersive Tech
Industrialcraft + Tech Reborn (Gregtech...but without the annoying tech gating)
Integrated Dynamics + Integrated Tunnels
Inventory Tweaks
Iron Backpacks
Iron Chests
JEI + Addons
Missing Pieces (decorative mod)
Refined Storage + addons
RF Tools + Control + Dimensions
Storage Drawers
Tinker's Construct

Extra Utilities was crashing us, so I removed it.  Thermal Expansion?  I determined that I wanted to leave it out of this pack.  We have a plethora of processing options, and I'd like people to explore alternate methods of resource processing and some of the new mods we've got added instead of relying on the good ol' Thermal Expansion machines that are cheap, fast, and the one-stop shop for anything you need done.

Get out there, explore, tinker, and have fun!

Please follow these instructions to play on the Gult's Gorge 1.12.1 server:

You will need the Twitch launcher to play on this server.  Grab it here:

You will also need the Gult's Gorge profile zip.  Grab it here:

After you've launched the Twitch launcher, go to the "Mods" tab up at the top.

Select "Minecraft" (Twitch might need a minute to install some base files before you can go further)

Select "Create Custom Profile"

The next screen will instruct you to create a custom profile, or import a previously exported profile.  Choose to import.

Select the Gult's Gorge profile zip you downloaded earlier.  The modpack should automatically install.

Once it's done, select "My Modpacks".  There should be a pack named Gult's Gorge.  Launch that, and it will bring up a vanilla Minecraft launcher.  You will need to log in with your Minecraft username and password.

Once the pack launches, connect to and start playing!

You may need to tweak the video and memory settings to get the pack to run well.  Video settings are done from within the game (BetterFPS options require a restart after any change, the default should be okay).  To tweak the memory:

Click on the pack under "My Modpacks" to view the profile.
In the upper right, there will be 3 dots next to "Get More Content".  Click that, and select "Profile Options"
Untick the checkmark next to "Use system settings", then use the slider to set your desired memory allocation.  I am getting good performance with 4 gigs, your mileage may vary.

News and Announcements / Map reset imminent, roughly 1 week notice
« on: October 27, 2017, 04:30:48 AM »
Gult's Gorge will be map wiped and reset with a new kitchen sink modpack sometime before next weekend.  "Opening Day" will be, tentatively, November 3rd, so that Gult's Gorge is available for both old and new players during the 24 hour Extra Life charity livestream I'm doing on the 4th.  While Minecraft will not be played throughout the entire day, I will be advertising and opening the server to players watching the stream during those segments where I am playing on the server, so get ready, cause here comes awesome.

We'll be having a bunch of old favorites return, as well as quite a few new should be a blast!

News and Announcements / Map reset in progress, switching to Skyfactory 3
« on: September 24, 2017, 03:23:57 AM »
Will be live sometime this evening (eastern time on 9/24/17).  Right now I'm getting server files installed but I am still recovering from Wasted Weekend, so I'm too blitzed to set up the map or make sure it's running flawlessly.

I will get it live at some point today.  Map will continue for approximately 1-2 months, or until people get bored, at which point we'll either go to a kitchen sink pack that'll run 3-6 months, or Age of Engineering that'll run 2-4 months.

If you haven't already, grab the Twitch launcher and install Skyfactory 3.  Twitch launcher is at

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 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?

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.

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.

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.

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.

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.

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.


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?

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!

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
Better Builders Wands
Blood Magic
Chisels and Bits
Ender IO
Ender Storage
Extra Utilities
Fast Leaf Decay
FTB Utilities
Immersive Engineering
Industrialcraft (yes, it's back!)
Iron Chests
Not Enough Wands
Open Computers
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)

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.

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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