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New server FTB Pack ideas.

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Mailleweaver
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What FTB Mod pack should we play next? (1.6.4 packs only) (You can change your vote l8er)

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Post by Althing Sun Mar 16, 2014 6:51 pm

First topic message reminder :

Since the server is breaking down due to lag.
It's probably time to officially talk about a new mod pack for the new world.

My vote so far is: FTB Horizons

I downloaded it and ran it to see what's inside.
There are a lot of cool mods in there.
A good mix between Tech and Magic. Lots of both for anyone.
It includes things like Applied Energistics as well as Thermal expansion. (No Buildcraft or MFR)
Plus new tech mods we never tried before.
The only thing I really missed in there was the ability to create your own mob spawning area.
We would be back to vanilla mob traps.
But we can live with that can't we?
Despite having Tech mods it isn't as heavy handed with it as the other packs.

Also I recommend enabling Archimedes Ships in the mod.
I tried it out, it is a lot of fun to fly your magic tree.
for those concerned about Archimedes lag:
It's easy to identify. If someone made a laggy ship everyone would know which ship and who's it was.
It would only be laggy while the person was driving it. When they dismount any potential lag would instantly disappear.
It's not the kind of problem that can persist while the player is gone.

Also by default the ships mod requires 40% of the ship to be composed of balloon blocks.
I strongly sugest that we drop that down to <10% or turn the requirement off altogether.
The balloon block recipe is 1 piece of wool and 1 string in a crafting grid.
Extremely cheap. So requiring balloon blocks simply force the player to make an ugly flying tree.
(It doesn't restrict the players capacity to make a ship, just their creativity)
Great for normal games to force people to make balloon looking ships. But we are tree spirits with magic trees.
Obviously for us to use a flying ship, your tree heart would be part of the ship. Your roots can be disconnected from the heart, only you have to remain connected.
In fact requiring balloons could raise the amount of blocks the ship contains beyond what the player wanted originally.

Anyway with a mod like that it would add a new approach to the game. Massive bases could turn into factory kits you pack up into chests before moving onto a new area.
Floating trees would allow us to meet in-game in new ways. We could make a tree city for a day, and then move on whenever we wanted.
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Post by Blazinfox555 Thu Mar 27, 2014 4:57 pm

So, are we going with Magic Farm 2? Or are you just setting up bukkit at this time?
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Post by Mailleweaver Thu Mar 27, 2014 6:56 pm

MagicFarm2. It has the most votes, and it seems like the most fun to me. You'll like it once you get into it. Smile

I've been setting up with version 2.1.6 but there's now 2.1.7 in the launcher. No changelog posted yet, so I don't know what's different about it. If there's no changelog posted here by the time I'm ready, I'll stick with 2.1.6.
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Post by Althing Thu Mar 27, 2014 11:09 pm

Thank you Mailleweaver for the effort your putting in. I look forward to using bukkit this time around. Plus a greylist might make the place more accessible to people, without added risk of griefing

The tree breeding rule is fine by me, I didn't have a breeding compatible tree last time, and I'm not sure I will this time either.
(No idea what tree yet)
If it's relevant I will plant and monitor accordingly.

Thank you for finding the truth about the mobs despawning.
I didn't need them to actually disappear. It is too bad though, because if they don't disappear the argument against additional hostile mobs such as the infernal mod stands valid.

I agree that jumping onto 2.1.7 doesn't make sense without details.
I am disappointed with 2.1.6 though.
Foofarm.net is running 2.1.5 and I was quite happy to see a recipe for sponges. 2.1.6 removes that recipe, not sure why :/
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Post by Mailleweaver Fri Mar 28, 2014 12:35 am

When coral spreads, it sometimes grows a sponge instead.

I'm leaving the whitelist on for now. We can turn it off in a couple of days when we've had a chance to test things out a bit. Though it still took several hours, I threw this all together pretty fast.
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Post by Althing Fri Mar 28, 2014 12:56 pm

Your right about coral growing sponges, it's just a different kind of sponge. Coral sponge can only be used as a decoration block or in a recipe. Thankfully that recipe is for a mechanized sponge, which I assume to be a machine for what vanilla sponges do. I'll live with that then.
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Post by grillo126 Fri Mar 28, 2014 4:39 pm

Could you please set Creative to limbo players ?
I joined the world being in survival and literally no way of interacting with anything.
You still lose hunger and eventually starve to death without being able to actually die (max slowness).

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Post by Blazinfox555 Fri Mar 28, 2014 5:22 pm

It's not set up completely yet. We'll have it done soon where you can fly around to look for your area, but at the moment you're going to be stuck. Unless a mod can get on and give you Creative. Unfortunately I am unable to get on due to memory issues at this time.
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Post by Mailleweaver Fri Mar 28, 2014 5:56 pm

If you lost hunger or got hurt at all, then something's not working right. It was working fine for me when I first set it up. I'll see if I can find what's gone wrong.

You shouldn't be able to place/break blocks, use any items, hurt anything, get hurt, drown, burn, lose hunger, or get targeted by mobs.

You should be able to /fly, /feed, and /heal. The latter two of which should be totally unnecessary.

Edit: Well, I see that hunger is now going down for some reason. I don't know what's up with that. /feed doesn't seem to work, either. It's probably something to do with the way hunger overhaul changes things.
For now, just use /heal. That'll refill your hunger and heal any damage, but it doesn't refill your saturation.
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Post by grillo126 Fri Mar 28, 2014 6:47 pm

That's okay, I trough limbo was about default creative and I never trough about commands.
I'll find a good spot soon to get started for the weekend

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Post by Lady_Dust_Bunny Fri Mar 28, 2014 6:56 pm

So, been a long time. Got FTB up and running again (I'll still be slow ;/). I'll try and be on later tomorrow and sunday.
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Post by Mailleweaver Fri Mar 28, 2014 7:49 pm

Sorry for the server crashes this afternoon. Apparently someone left the spigot running until the end of time, and it overflowed yesterday. All fixed now.
Very Happy

http://www.spigotmc.org/threads/arrayindexoutofboundsexception.14826/
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Post by grillo126 Sat Mar 29, 2014 7:14 am

It's still crashing quite frequently unfortunately

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Post by Blazinfox555 Sat Mar 29, 2014 8:31 am

Perhaps we need to take out a couple more mods from that pack? Otherwise I have no solution.
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Post by Mailleweaver Sat Mar 29, 2014 11:18 am

It looks like it crashed trying to generate a thaumcraft node. I doubt people want to get rid of thaumcraft. The biggest problem is that we're trying to use mods with a bukkit server. It adds functionality but makes it less stable.
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Post by Avondrood Sat Jun 14, 2014 2:24 am

For the eventuality of a new server in the future, please consider Monster aswell. It's a great great FTB pack with loads of mods. And its stable enough. I love the pack in single player and Rovingeye and me have had a server on it aswell. But we were the only 2 people on it Sad not much fun.
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Post by Aiko_Niigata Sun Jun 15, 2014 9:24 pm

All I know is I want to try witchery and blood magic
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Post by Avondrood Mon Jun 16, 2014 12:54 am

I was always very busy with all the bees. Now i miss them a bit (specially the metal bees Razz)
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