Poll

What do?

TerraFirmaCraft sounds good while we wait.
5 (71.4%)
Just wait it out.
0 (0%)
Update the pack now without the unfinished mods.
2 (28.6%)

Total Members Voted: 7

Author Topic: Server update options  (Read 172 times)

Ndagger

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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.


IceDragon029

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Re: Server update options
« Reply #1 on: August 07, 2017, 03:11:30 PM »
granted i had to leave early in the last tfc map, but I personally love terrafirmacraft. hardcore darkness isnt something I am really familiar with. Is that the mod that makes unlit areas pitch black or the one that makes unlit areas kill you?
formerly estile606

Ndagger

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Re: Server update options
« Reply #2 on: August 07, 2017, 03:29:28 PM »
Makes it pitch black, there's a minimum light level in Minecraft so you can still see a little bit even in a cave with no torch. This removes it, if you have no light it's totally dark.

I probably will skip it though, because it'll force people to mind torches every two days and light their cold cellars, which heats them up and defeats the purpose.


Ndagger

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Re: Server update options
« Reply #3 on: August 07, 2017, 11:29:12 PM »
Immersive Engineering is a no-go, there isn't enough support out there for it to make it feasible without adding a BUNCH of other mods, several of which add shit I do not want in the pack.

No, we are not having electrically powered freezers that completely prevent spoiling or electric forges that work 3 times as fast, consume no fuel, and can be configured to the exact working temperature of your ingots.

Railcraft and Buildcraft are integrated, though...although to be honest I'm not sure about adding Buildcraft, since most everyone uses it for nothing but quarries, and the only way I can think of to balance the quarry against the TFCraft world is to make them single use...could be cool for transferring items from inside a mineshaft to the surface, rudimentary sorting systems, and plumbing to pipe water into a house though, assuming you can pump water into a barrel...

I should check that.


Ndagger

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Re: Server update options
« Reply #4 on: August 08, 2017, 12:33:46 AM »
You cannot pump water into barrels using BC pipes, but TFC buckets and other water containers do work with Buildcraft tanks perfectly well (extra bonus, leather water sacks are filled in a single click instead of requiring 3 like you would from a natural spring), and pumps treat infinite fresh and salt water sources properly.  So, BC will offer a way to automate pumping of water to your house instead of having to create some sort of half-assed well (which would require you to have red steel, since wooden and clay buckets don't pick up sources...) that'll just look ugly.  You can also pump salt water into tanks that can be poured into evaporation pans to create salt without the need to go track down rock salt, or to be poured into buckets to make brine.

Expect quarries to be prohibitively expensive...they are a very late game luxury item, and the cost will represent that.  Pumps should be pretty cheap.  Mining wells will be...moderate.  Robots are a big "fuck the hell no", they'll be disabled.  Fillers will also not be enabled at all;  I see no real reason to have them enabled other than to use them as a makeshift quarry or to make a mountain go away.  If you want the first, make the real deal.  If you want the second, farm creepers and BLOW IT UP!   MUHAHAHAHA!!!!

I'm learning Minetweaker for this, for the record, so...I hope people enjoy it, rofl.


Ndagger

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Re: Server update options
« Reply #5 on: August 08, 2017, 12:46:50 AM »
Theoretical recipes:

Fluid pipes:  Currently require 2 of the pipe material and 1 glass to make the item transport pipe, then 1 pipe sealant (uncraftable because it takes green dye from smelted cactus).  New pipe sealant would just be crafted from 1 clay.  Additionally, the "diamond" transport pipes would be changed to require 2 black steel instead of diamonds, to put sorting within range of the mid-game player.

Pump:  Currently requires 4 iron, 2 tanks (8 glass each), 1 iron gear (which is craftable using TFC iron and cobblestone), 1 redstone, 1 vanilla bucket (uncraftable), new recipe would require 4 wrought iron, 2 tanks (8 glass each), 1 iron gear, 1 redstone, and 1 iron fluid pipe.

Mining well:  Currently requires 6 iron, 1 redstone, 1 iron gear (craftable), and 1 iron pickaxe (not craftable).  New recipe would take 6 steel, 1 redstone, 1 gold gear (which is craftable using TFC gold), and 1 steel pickaxe.

Quarry:  Currently takes 1 redstone, 3 iron gears (craftable), 2 gold gears (craftable), 2 diamond gears (craftable, but expensive as hell, requiring 4 regular or higher diamonds each), and 1 diamond pickaxe (uncraftable).  New recipe:  1 redstone, 3 gold gears, 2 diamond gears, 1 red steel pickaxe, 1 blue steel pickaxe, 1 diamond pickaxe (which would require 3 flawless or exquisite diamonds).  VERY expensive, but will not be consumed on use.
« Last Edit: August 08, 2017, 04:29:17 PM by Ndagger »


Ndagger

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Re: Server update options
« Reply #6 on: August 08, 2017, 01:29:49 AM »
Alright, so unless the poll changes fairly dramatically overnight, I'm going to hit modpack development full-bore then and probably relaunch the server on Wednesday night.

Recipes will be as mentioned above, unless someone else has another suggestion for a change, or unless I find something else that seriously needs tweaked.


Ndagger

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Re: Server update options
« Reply #7 on: August 08, 2017, 03:25:25 PM »
Also as a favor to everyone, I will be making the storage drawer controller cheaper. Right now it requires a diamond, plus some redstone...the redstone is appropriate I think, but the diamond will be replaced with wrought iron.


Ndagger

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Re: Server update options
« Reply #8 on: August 09, 2017, 04:23:39 AM »
Dev pack is updated and functional.
Server will boot, but instantly crashes if players log in.

Will try to get this resolved after work tonight.  Cross your fingers for an easy fix.


Walmart_Employee

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Re: Server update options
« Reply #9 on: August 11, 2017, 04:18:40 PM »
GT:NH has hardcore darkness, it's pretty cool

Ndagger

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Re: Server update options
« Reply #10 on: August 12, 2017, 07:22:14 AM »
Yeah, I decided against it, since TFC is hard enough as is at night.  I didn't want to force people to carry torches to go into their cold cellars, or walking through the night, as that just limits you to only being able to play half the time unless you have a torch on your hotbar.


monkeyzocky

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Re: Server update options
« Reply #11 on: August 12, 2017, 05:16:47 PM »
Would there be /tpa or would it be more considered hardcore?

Ndagger

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Re: Server update options
« Reply #12 on: August 12, 2017, 07:34:53 PM »
It's already updated.  No TPA, everyone has 1 home that they can set and access to spawn, which has a hot springs and is pretty well lit and defended.

And decorated by Amaromarn's gravestones, because he had to go and make a liar out of me on the "defended" part.

Right now there's two groups working, me and Xpherion are working on what's eventually going to be a small town fairly close to spawn.  I'm planning having market stalls and a highway from spawn, to make it easy-ish for people to come set up trade stalls and such.  There's a larger group who're migrating a bit further towards the equator and has aspirations of building a "Dwarf Fortress"-esque base (except they're all fuckin' ELVES and can't handle the challenges of cave-ins like proper dwarves, ya tree-cuddlin' milk-drinkers!) into a mountain, or at least designing their city to look like a mountain.  Of course, you're more than welcome to go off on your own, standard rules for choosing a building site apply.