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lolmer
Jan 21, 2014

Kris xK posted:

You're a terrible, awful person because now I want to play Minecraft again.

Any recommendations for good modpacks that have Te4 in it? I just like building stuff.

Discovery: Modderation: Permabanned Minecraft Official Server has TE4, plus other magic (and other) mods, and attempts to stay relatively up-to-date without any world resets (none since Goonception on 2014-08-09).

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lolmer
Jan 21, 2014

SugarAddict posted:

There's also that Agarian skies 2 alpha someone uploaded. I've been playing that.

AgSkies 2 uploaded by mechaet for the Technic Platform version. :)

lolmer
Jan 21, 2014

Hagop posted:

Back on the OMPi is slow loading talk. I google Java setting for MC, trying to remember what the flag was that you used to have to set in Technic to make big packs work and found these.


Java 7:
-Xmn2G -Xss4M -Xms4G -Xmx4G -XX:+UseLargePages -XX:PermSize=256M -XX:+AggressiveOpts -XX:+UseFastAccessorMethods -XX:+UseStringCache -XX:+OptimizeStringConcat -XX:+UseCompressedStrings -XX:+UseBiasedLocking -Xincgc -XX:MaxGCPauseMillis=10 -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:+CMSParallelRemarkEnabled -XX:ParallelGCThreads=10 -Djava.net.preferIPv4Stack=true

Java 8:
-Xmn2G -Xss4M -Xms4G -Xmx4G -XX:+UseLargePages -XX:+AggressiveOpts -XX:+UseFastAccessorMethods -XX:+OptimizeStringConcat -XX:+UseBiasedLocking -Xincgc -XX:MaxGCPauseMillis=10 -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:+CMSParallelRemarkEnabled -XX:ParallelGCThreads=10 -Djava.net.preferIPv4Stack=true

The Java 7 version about halved my OMPi load time. So if things are still slow for you give that a try.

Thanks for that, seems to help with Modderation: PermaBanned as well, though I haven't done extensive testing for play stability/speed. :)

I have the following setup on my server (uses Cauldron 1307 currently) at home as well, but then I only host up to five players at any one time without extensive machinery. :)

quote:

# From http://www.minecraftforum.net/topic/1986370-java-7-8-command-line-options-for-minecraft-servers-clients/
# Also some from http://journeymap.techbrew.net/help/wiki/Performance_Optimization
Java 7:
-Xmn2G -Xss4M -Xms2G -Xmx4G -XX:+UseLargePages -XX:PermSize=256M -XX:+AggressiveOpts -XX:+UseFastAccessorMethods -XX:+UseStringCache -XX:+OptimizeStringConcat -XX:+UseBiasedLocking -Xincgc -XX:MaxGCPauseMillis=10 -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:+CMSParallelRemarkEnabled -XX:ParallelGCThreads=10 -Djava.net.preferIPv4Stack=true

Java 8:
-Xmn1G -Xss4M -Xms2G -Xmx4G -XX:NewSize=512M -XX:SurvivorRatio=2 -d64 -XX:+UseConcMarkSweepGC -XX:+DisableExplicitGC -XX:+UseLargePages -XX:+AggressiveOpts -XX:+UseFastAccessorMethods -XX:+OptimizeStringConcat -XX:+UseBiasedLocking -Xincgc -XX:MaxGCPauseMillis=10 -XX:SoftRefLRUPolicyMSPerMB=10000 -XX:+CMSParallelRemarkEnabled -XX:ParallelGCThreads=6 -Djava.net.preferIPv4Stack=true

lolmer
Jan 21, 2014

Rocko Bonaparte posted:

Well, I stand corrected. I guess my intuition had it backwards. I would assume passive cooling would sink heat that could be used for steam.

I suspect your proportional gain is too large if your PID is oscillating. Edit: Also, don't bank too much on a PID working too well because your load is going to change. So your model is always changing. I'd recommend doing something fuzzier. Alternately, you can get lolmer's EZ-Nuke and be done with it. I will concede it's still fun to tinker with this stuff, but he had taken the extra steps of making cool display support.

Lolmer's EZ-Nuke for those interested, though it currently only works with ComputerCraft (1.58, 1.63+, or 1.73+). I welcome pull requests to add compatibility with OpenComputers which does not remove ComputerCraft support (such as determining if CC or OC is used and then calling an appropriate wrapper API). It's on my TODO list, but I haven't had the time. :cry:

lolmer
Jan 21, 2014

McFrugal posted:

Seems like the agskies 2 version on Platform could use an update. It's like ten versions behind.

Last I heard, mechaet was refraining from updating AgSkies on Technic Platform as JadedCat doesn't care that any further updates wipe your HQM progress. :) If there's something you need from the updates (e.g. a bug fix), feel free to state so and that might increase interest in an update.

lolmer
Jan 21, 2014

Dunno-Lars posted:

Managing a small server for some friends, as well as the modpack they use.

How is Ars Magicka now? They really want it, but as far as I know, it's super buggy... Is this still the case, or is it safe? 1-5 people online, not that spread out, if that matters.

Modderation: Permabanned has had Ars Magica for a while now and there are no more issues with it than any other complex mod and there is a new version in the works that fixes most of them. I use Ars Magica quite a bit on my home server of Modderation for my family (1-4 players at a time) and use it some on the Modderation primary server without much issue.

You can check Ars Magica's GitHub Issues page before you attempt something to see if it's fixed in your version.

lolmer
Jan 21, 2014

Mr Scumbag posted:

I wish someone just made something like openblocks elevators with the three dyable nodes like ender tanks so you could place them anywhere, tune them to each other with dye, teleport at will and just forget about it.

Ars Magica 2 Gateways and Keystones work this way and can use the "free" Light Essentia (generated passively with the correct Obelisk).

lolmer
Jan 21, 2014

Rocko Bonaparte posted:

Does anybody see any reason to actually post an update to Baby's First Space Race? I've been mostly sitting on the big, red button. I just felt I should make sure most of the quests still work. Some of my concerns stem from what I've seen in omp-i since it also took the latest of everything. The Forge loading bug particularly worried me since I'm most likely to have users that will stare at the Mojang loading screen since they're probably coming from vanilla Minecraft.

We've used Forge 1307, 1408, 1420, and 1428 in various releases for Modderation: Permabanned and have not seen this loading bug that others mention, at least that I've heard about or recall, unless using CoFHTweaks; FastCraft seems to continue working fine.

lolmer
Jan 21, 2014

Reason posted:

Is there anything that adds crazy/weird terrain gen? I'm bored and want to play something weird.

With RFTools you can make spherical island dimensions surrounded by The Void, a world where the only liquid is Resonant Ender (want to explore? Go swimming!), and other such fun shenanigans.

Or you might be looking for Alternate Terrain Generation, which is customizable, but does a much better (subjective) job than Minecraft's built-in terrain generator.

lolmer
Jan 21, 2014

Desperate Character posted:

does anyone have any advice or some pictures on how to build your tier 3 blood altar to get the magician's blood orb? How many runes of sacrifice/self-sacrifice would you suggest surrounding it? It's a bit frustrating they made it you can't get to the good runes until you've built that orb first which requires 25k LP when the altar can only hold 10k :argh:

I've found the FTB Blood Altar wiki extremely helpful, along with the other wikis (such as for Bound Armor). There is now a Sanguine Scientiem book from Blood Magic, depending on the version of the mod you have and if you have Guide API installed, just craft a Mail Order Catalogue and throw it on the ground, then wait.

lolmer
Jan 21, 2014
FYI, you server owners might want to ban hellowrold (and any of his/her associates) before they do this to your server as well.

lolmer
Jan 21, 2014

Ambaire posted:

They don't afaik. I'm guessing the guy used a creative builder wand to surround it with obsidian tnt. Or a wand foci of equal trade and replaced the reactor walls...

Project E Nova Catalyst and some Mekanism Obsidian TNT, using EMC from our socialist resources. We can rebuild, nothing was lost that can't be re-made (it was made once, after all ;)), but annoying to re-do what was already done.

Sorry Ambaire, missed you in IRC while I was away. I'll check with mecaet about your question, but even if not we can rebuild it as something new. :)

lolmer
Jan 21, 2014

Acne Rain posted:

tinker's construct is a good mod to add for quality of life but again veinminer when properly configured does what treecapacitor used to. Plus using fast leaf decay with it is also good, instead of busting leaf blocks one at a time, veinminer the trunk down and then the leaves just disappear by themselves.

Baby's first space race has some great tutorials on how to tinkers construct, even though I've been using it since 1.5 I learned some things. For instance, you can use the smeltery to combine water and lava to make obsidian before even getting a single diamond, skip the normal lovely boring way of getting it entirely even in a pack without tech blocks.

Using the Vat from Mariculture is an even better way to make Obsidian from Water + Lava and can be done much earlier game than a Smeltery and with less headaches. :) It's also easier to get the Obsidian out of the Vat.

lolmer
Jan 21, 2014

Patware posted:

So I'm super casual and just got bit by a Minecraft bug recently and pretty much rely on Technic exclusively to play cool Minecraft mods but pretty much everything I care to try except Tekkit is refusing to actually run. I'm mostly looking for a more fantasy/magic leaning pack but Hexxit and Hexxit Revisited are just opening Minecraft, hanging, and closing back down to the launcher.

Make sure that you're giving the modpack sufficient RAM. I believe there's a post earlier in this thread with recommendations, which I believe were, for specific-packs (e.g. Magic) using 2G and kitchen-sink packs using 3G. As wylker mentions, check your crash-reports folder and see what's crashing, most modpacks work out of the box.

lolmer
Jan 21, 2014

AMooseDoesStuff posted:

I should've mentioned it'd be on a dedicated server for me and my roomates, but even then my Laptop can't handle it.
Is OMP-I really the most up to date modpack? drat.

Check the Technic Launcher Browse Modpacks section to find a modpack. Both OMP and Modderation: Permabanned stay fairly up-to-date, but are both large modpacks.

Try adding FastCraft to your client mods/ folder if you haven't already, that helps on my modpacks. Otherwise look for leaner modpacks or take an existing one and slim it down, as SugarAddict mentioned.

lolmer
Jan 21, 2014

THE PENETRATOR posted:

yeah i figured it out. Horizons has no config anyway so I had to dump the biome info and disable a conflict from BoP and also remake my world

mod makers suck rear end

Speaking of, here's another lovely modder

quote:

WARNING: When updating to BETA 3 all vanilla crops and seeds already in a world will be deleted, sorry for the inconvenience.

I've no idea why a modder thinks it is okay to remove vanilla items from a world as part of fixing his own mod. And this current update path removed a bunch of functionality from the mod, such as crops, potions, charms, and decorative blocks which will be "added back later".

lolmer
Jan 21, 2014

Rocko Bonaparte posted:

Well maybe something in the changelog would give a compelling reason...

LOL nope haha why did I bother?

Yeah, I'm surprised at how crappy his code was, or how crappy his new "clearner" (sic) code is, that would require the deletion of vanilla items to fix his own mod. I mean, why is he changing the file names for vanilla crops and their seeds and somehow claiming this as an improvement? Won't this break every other mod that uses a crop or seed, along with resource packs?

I'm just glad that Project E is doing so well (all hail the return of EE2!) so that mods like Magical Crops can just go away.

EDIT: Add Project E wins comment. :)

lolmer fucked around with this message at 18:58 on Jul 7, 2015

lolmer
Jan 21, 2014

RickVoid posted:

Getting the following error when I try to start up the two latest versions of Modderation: Permabanned:

"CB's DepLoader was unable to download required library MrTJPCore-1.7.10-1.0.8.16-universal.jar Check your internet connection and try restarting or download it manually from http://projectredwiki.com/maven/mrtjp/MrTJPCore/1.7.10-1.0.8.16//MrTJPCore-1.7.10-1.0.8.16-universal.jar and put it in your mods folder"

Obviously my internet is working just fine, and trying to download what I need directly at that link does not work, I just get a 404 error. Any ideas?

Edit: Was considering giving Terra Firma Craft a shot, is there a particular one on Technic I should grab? Nevermind. Grabbed the first one on the list, poo poo is terrible.

Modderation: Permabanned thread for all your needs and issues. :) Looks like another annoying mod author. They moved (not copied) their files from their usual hosting (which is hard-coded in their mod to grab "external" libraries) to Curse. You can grab the file from here and you can put it under the .technic\modpacks\modderation-permabanned-edition\mods\1.7.10 directory.

lolmer
Jan 21, 2014

RickVoid posted:

Well, it was entertaining up until I found out what was wrong with the pack. And it's on the Technic Launcher, which I don't think has Agrarian Skies 2 on it.

mechaet posted AgSkies 2 to the Technic Platform. It's not the latest as the updates break existing worlds (of which mechaet has one hosted).

lolmer
Jan 21, 2014

Black Pants posted:

So we just discovered today that Redstone Arsenal has a slight bug. This bug being that Fluid Transposers cannot accept diamonds in order to turn them into Flux Crystals.

Flux Crystals that are ingredients for MAKING THE THINGS THE MOD ADDS. :argh:

Unable to make Flux Crystals (Redstone Armory 1.7.10-1.2.0-35) #689 is fixed in Redstone Arsenal [1.7.10]1.1.1-89, at least with all of the updates as tested for Modderation: Permabanned 1.1.5 (and FYAD).

lolmer
Jan 21, 2014

KingLemming posted:

The bug was in TE and it's been fixed for over a week.

Without ChangeLogs, how are we to know which release has which fixes? :)

Though in the case of TE, we have this which has:

quote:

FIXED:
-Fixed an issue with the Fluid Transposer not handling certain OreDictionary names.

It doesn't refer to the Bug # (nor does the bug # refer to a release) and the minor updates don't have release notes, just the major. ;)

lolmer
Jan 21, 2014

tuyop posted:

Not exactly a modding question, but I can't find the general MC thread. I'm looking for a way to have cheats available for more only SOME of the players in a LAN world, rather than the way the settings seem to work at this point which is to have either the host with cheats or everyone with cheats.

Unless you can think of another way to achieve this in an educational setting. Computers are locked down so modding isn't exactly an option. I'm trying to explore ways to easily give some students "superpowers" and others not in order to talk about justice, democracy, religion, and stuff like that. What kind of options do I have in LAN worlds?

Use KCauldron and PermissionsEx to setup a group with access to the /give commands, along with the default permissions everyone else has.

e.g. Permissions Ex - Basic Permissions Setup.

For a simpler option, if you trust those certain users you can just give them Operator (/op PLAYERNAME) as the host (or from a dedicated server, which is easy to setup). If you have a spare computer (or virtual machine) you can use MultiMC to set up a simple hosted server.

lolmer
Jan 21, 2014

KingLemming posted:

I don't understand. You just quoted the changelog and then said we don't have changelogs.

But in general, here's how it works - mods should remain up to date. That's really it. Whatever the most recent release is, that should be the one you use.

The ChangeLog doesn't mention the bug # for easy tracking, but I mentioned the intermediate updates, e.g. 3.03B1-89 to 3.03B2-98 don't tell us what changed. You guys are getting better at ChangeLogs and at least have them for the full revisions (e.g. 3.0.2 -> 3.0.3) now, which is nice. :)

My ChangeLogs for Modderation: Permabanned often look like this, using files marked as "Release" on CurseForge:

quote:

  • CoFHCore updated from 3.0.3B4-302 to 3.0.3-303.
    • Insert repeated snarky comment about lack of ChangeLogs here.
  • CoFHLib updated from 1.0.3B4-174 to 1.0.3-175.
    • Insert repeated snarky comment about lack of ChangeLogs here.

So what changed? Who knows, it may fix a bug or not, but both CoFHLib 1.03B4-174 and 1.03-175 are (were, the B* named files which were marked as "R" appear removed now) marked as "Release" in CurseForge, but neither have ChangeLogs to know what changed. That's what I was referring to about no ChangeLogs. ;)

lolmer
Jan 21, 2014

Xun posted:

Any recommendations for a good lighter modpack? Thinking <100 mods. Me and my friends want to play again but mega packs like resonate rise killed some peoples computers and also the server. A mix between building/exploration would be preferred but I'm not sure how common that is.

Modderation: FYAD has only 54 mods, mostly removing duplicate functionality mods from Modderation: Permabanned. Use the "Latest" version if you want FastCraft included in the client to help with slower machines. The server is at playmodd.moretoast.com:25567 with DynMap available, if you wish to join us. :)

This uses Alternate Terrain Generation (ATG), so the landscape is fairly nice, and a few mods (such as Ruins and Roguelike Dungeons) to give exploration a little more than vanilla, with Carpenter's Blocks, Chisel 2, and DecoCraft for building, among other mods.

lolmer
Jan 21, 2014

mechaet posted:

Then you'll love Modderation FYAD.

You forgot the links. :stonk: See my earlier post for links. ;)

lolmer
Jan 21, 2014

Nomikos posted:

Has anyone tried Agrarian Skies 2? I had a blast with Agrarian Skies last year and I'm feeling a skyblock kind of itch again. Material Energy kind of bummed me out because you start with a whole enormous base already built. But AS2 doesn't seem to be available in any launchers, and :effort:. Any similar start-with-nothing skyblock packs to recommend, maybe?

mechaet has an older Ag Skies 2 posted on Technic, I believe with his public server's address included in the pack. It hasn't been updated as updates break existing HQM progress.

lolmer
Jan 21, 2014

Ciaphas posted:

Omega Virus board game of the year, all years





:v:

You. Have. Five. Minutes. Until. I. Take. Over. Hahahahahaha!

lolmer
Jan 21, 2014

drunkencarp posted:

How does anyone play with any given modpack for any length of time? I've been using Direwolf20's FTB pack on the grounds that it must by definition be well-supported, and the recent update to it somehow broke my world such that my framerate goes to single digits if I'm within 100m of my base. I tried rolling back to the previous version of the mod but somehow all of my backups pick up from right after I loaded the world with the new version of the modpack which I don't understand at all how that happened.

This is like the twentieth time some version of this has happened to me -- everything's going along fine, I make the mistake of making a suggested update, and suddenly a couple of months' worth of stuff is lost. I'm the sucker for believing the thing when it told me it was backing stuff up, I guess.

I don't know how FTB or Direwolf do their packs, but mechaet's modpacks (such as Modderation: Permabanned (Discovery thread), Modderation: FYAD, and the NST series such as NST: Diet (Endeavour thread)) have never had a world wipe/incompatible upgrade. The Permabanned server has been running for over a year, while staying current, with no world wipes. As a fairly large modpack, not all computers can keep running it as the world gets larger and more complex, but the server and most clients can handle it.

You might try adding FastCraft and/or OptiFine (which is known to cause some graphical glitches) to your client and see if that brings your upgraded world to more playable levels.

As for backups, it does not keep them indefinitely and depending on the backup tool you're using it may only keep one, overwriting the prior. The one I'm using on my server, ServerTools: Backup lets me define how often to backup (e.g. once a day) and how many to keep (e.g. seven days worth).

lolmer fucked around with this message at 17:16 on Aug 17, 2015

lolmer
Jan 21, 2014

Greedish posted:

What modpack should I download if I want everything but the kitchen sink in a server with my friends? I was going to try OMPi, but it seems not to have a server download at all. Am I missing something and, if not, what's an alternative modpack with lots of different mods to explore?

Modderation: Permabanned by mechaet has a lot of fun mods for magic, technology, decoration, and miscellany in it along with a server download on the technic page.

lolmer
Jan 21, 2014

senae posted:

That would work if it was a question of 32-bit java on a 64-bit OS, with a 32-bit OS they're stuck with 3 GB max for everything combined, no matter what.

That's only true for Windows, but go ahead and say it's so anyways. :) The short version is that on a 32-bit OS, the userland is limited to addressing 4G of memory space, but the OS (kernel) through PAE (for example) can map up to 64G (should be enough for anyone, right? ;)) and would allow for splitting the resources into two processes to make use of more memory than a single process otherwise would.

lolmer
Jan 21, 2014

Rocko Bonaparte posted:

Bhodi and I want to turn the pack upside-down, so I'm trying to get this release out to handle 2 months of accumulated complaints and bug reports. I just realized how long it had been, so I did this part now.

Anybody else that wants to turn it upside-down is free to party with us. I think we're putting the config folder in GitHub for starters. I'm hoping some day I can find a sucker that can host a server version for a week and allow some folks on to edit together a tutorial spawn world.

Sorry I'm a bit late to the posting here; I've been busy. :)

mechaet and I do this via ModderationConfigs on GitHub, if you want to peruse them (e.g. for the fairly verbose veinminer/tools-and-blocks.json file). :) Both FYAD and Permabanned use these configs, though there's a separate fyad branch for differing configs (e.g. Project E causes (or caused in the past) issues when defining EMC values for items which don't exist).

This also helps track issues better than posts/PMs in a forum thread. ;)

lolmer
Jan 21, 2014

plape tickler posted:

I'd like to try out windows 10, but I want to be able to run minecraft mods still. I'm currently using an old version of java on windows 8.1 to be able to run the mods my nephews like to play. 1.7.2 and 1.7.10 mods. Am I missing something or am I stuck using old software to run minecraft mods?

I was running Modderation: Permabanned and FYAD plus Blightfall on my Windows 10 laptop with Java 1.8, but it had a dedicated (well, the Intel+nVidia GeForce K1000M Optimus setup) graphics card.

taiyoko posted:

There are 1.7 mods that require old java versions? I know it was an issue with some 1.6 mods, but wasn't there was a compatibility mod someone made for that?

That's the Minecraft 1.6 mod that Techic made informed everyone to install so that it'd work with Java 1.8.

lolmer
Jan 21, 2014

Bhodi posted:

Lua is a godsend if you're into that sort of thing. It's helpful for creating/maintaining an active big reactor and helpful in multi-chain automation tasks, but a lot of that functionality has been taken over by other, better mods I suppose.

e.g. Lolmer's iteration of the EZ-NUKE Minecraft BigReactor Computercraft Control Program. ;) Still to be updated to work with OpenComputers in tandem.

lolmer
Jan 21, 2014

neogeo0823 posted:

Is there a good mod for pulling the biome layout of a map out and displaying it? Voxel maps does a great job in game, but I want to be able to export the layout as an image, or upload the map somewhere and have it display as an overlay.

You mean like JourneyMap? Modderation: FYAD Official Server Map is an example of it in action, if you want.

lolmer
Jan 21, 2014
Hey Rocko, great job on the Nether for BFSR. My daughters were both crying after their first foray there and said that it scared them (all the explosions as they enter, the land disappearing around them, the portal being blown out). :) I got a great laugh, perhaps I'm a bad father, but thank you.

Next time we play I'll see if they're willing to head back. I was able to rescue them and bring them home with no deaths; I had to fill in the Nether portal from the Nether side as the explosions had only half put out the portal, so it wouldn't let it be lit while it also no longer worked.

lolmer
Jan 21, 2014
Hey Rocko, I don't have PM on SA forums, but you might want to remove your notes from the latest non-client upload. ;)

lolmer
Jan 21, 2014

Bremen posted:

Is there a good quest based pack with a focus on tech? Ideally something like Blightfall but with less focus on magic/exploration and more on building.

Whatever mod it is that adds rockets to the Moon/Mars and space stations would be a plus, that one looked fun but I never played with it.

The oft mentioned Baby's First Space Race by our very own Rocko Bonaparte is probably what you're looking for. You can tone down the oregen if you don't want such abundant ores.

quote:

The idea for this game started to support a little team-based Minecraft game some colleagues and I wanted to play. Most of them had no played Minecraft before. Having tried technical mods with newcomers like that before, I found that people needed considerable guidance to know how things even worked in Minecraft. What to even do when you start a new world is unintuitive. We also ended up constantly starving to death because everybody would get hurt--which would deplete the food reserve--while not knowing anything about replenishing food and farming.

This pack provides some common technical mods, with the Galacticraft moon mission as something of a final goal. It's unlikely an individual will get to a rocket in a single session, but it can be possible in a team game over, say, and afternoon. Its distinguishing features are its quest book and the easing of some grinding mechanics. The quest book is provided without hardcore mode, goes through very basic steps in playing with technical mods, and provides rewards. Grinding is reduced by extremely inflating ore generation, and providing much of the rote construction as part of quest rewards.

lolmer
Jan 21, 2014

Rocko Bonaparte posted:

Guhhh okay fixing. I don't know how that waddled into there.


I wrote a teleport command that triggers on a command block already. It can figure out what the overworld spawn is supposed to be and use that. That part is under control. The trick is just getting a user-specified overworld.


I don't know if I can package saves with modpack releases, but I'll experiment. At this point, I'm more inclined to just freeze everybody on a common overworld, but I'm not acting yet because I just don't want to put so much effort into something that could potentially be done better.

Edit: I wanted to double-check if that would particularly irritate anybody. One reason I haven't done it is because it would irritate me. One of my things I like to do is perpetually re-do the first two hours or so on new worlds, so freezing the overworld takes a lot of that fun out. Of course, I know enough about the pack to bang it with a hatchet to do what I want locally, but whatever.

Personally I'd prefer a dynamic Overloard so that it is different every play through (new world), but this wouldn't affect me much as I don't often start new worlds unless I'm trying a new modpack or the starting position of this world really sucks. ;)

lolmer
Jan 21, 2014

Rocko Bonaparte posted:

Odd request: In the tutorial world I wanted to also make a few funny things--or at least crap I think is funny. In honor of all the drat dads that seem to play BFSR, I wanted to create a dad bar and have a few NPC dads in there. Does anybody want to sacrifice themselves on the mantle of being a dad NPC? I'm still learning CustomNPCs, but I know enough to slop somebody down and how to throw a skin on them:



:bigtran::bigtran::bigtran:I had to make the Chippendales skin myself! :bigtran::bigtran::bigtran:

If your skin is online somewhere, I can grab it.

Edit: OK I pretty much just added the bowtie and changed the shoes on some random muscle man skin.

I'd be willing to play an NPC (sandalle) in your new world. ;) You're welcome to my skin as well, or to change it to suite your needs.

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lolmer
Jan 21, 2014

Volatile Penguin posted:

Are there any simple "put a stack of whatever in, it crafts nine of them together" machines/blocks out there? I'm sure there are at least some but I'm not familiar with them.

The Thermal Expansion Cyclic Assembler is fairly popular (requires a Schematic from a Workbench) and the RFTools Crafter (has three tiers) has become a very popular one, often more in favour than the TE Cyclic Assembler for speed, simplicity, and features (it can use one set of output as the input for the next step without external pipes/automation :) ).

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