The MafiaScum Minecraft Thread - AllTheMods 9!!! - NEW Vanilla?

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New Vanilla Server?

Yes, on latest stable version; with fun events & mini-games!
3
33%
Yes, on latest stable version; for consistency & community! (no plugins)
3
33%
Yes, on "snapshots"/development versions; bleeding edge! (definitely no plugins)
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No votes
Yes, with Spigot/Bukkit/server "plugins" (or commands like /tpa, /home, etc.)
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33%
Yes, but I'll post with my specific thoughts and ideas!
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No votes
 
Total votes: 9

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Post Post #12573 (isolation #400) » Tue Apr 02, 2013 6:15 am

Post by Rhinox »

In post 12572, izakthegoomba wrote:You could go to combustion engines, but unless you want to get into BC3/TE really heavily they're not worth your time. Maybe making some biomass with a fermenter would work better for you? You can make almost a whole bucket out of 1 sapling, and it gives 5 MJ/T in a Biogas engine.


That could work. I've got infinite saplings, virtually. I'll look into it, thanks for the suggestion!
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Post Post #12574 (isolation #401) » Tue Apr 02, 2013 6:57 am

Post by Rhinox »

In post 12573, Rhinox wrote:
In post 12572, izakthegoomba wrote:You could go to combustion engines, but unless you want to get into BC3/TE really heavily they're not worth your time. Maybe making some biomass with a fermenter would work better for you? You can make almost a whole bucket out of 1 sapling, and it gives 5 MJ/T in a Biogas engine.


That could work. I've got infinite saplings, virtually. I'll look into it, thanks for the suggestion!

hmmm... I think the big issue here will be that I also need fertilizer or compost in addition to saplings to make biomass, it doesn't just make it from saplings alone. I'll also need to power the fermenter.

A biogas engine + fermenter is also kinda expensive. I think I counted I would need 35 Bronze ingots in all to build 1 of each (11 for the engine, 24 for the fermenter).

Lets see... Currently I'm using 2x Sterling engines to power a squeezer, carpender, and centrifuge. The setup provides me 2MJ/t, but I have to provide fuel to each engine separately.

If I switch to a biogas engine, I'll have 1 engine producing 5MJ/t powering 4 machines (fermenter, squeezer, carpender, and centrifuge). Possibly I will need a separate engine dedicated to power the fermenter to make sure I'm making biomass as fast or faster than I'm using it. I'll also need to either spend some time mining for Apatite and/or expand my wheat farms in order to make enough fertilizer or compost. Sounds like a lot of work? Maybe its worth it vs. blowing through wood logs to make charcoal and losing a minimum 2 charcoal everytime I want to run 1 of my machines.

decisions, decisions...
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Post Post #12577 (isolation #402) » Tue Apr 02, 2013 6:17 pm

Post by Rhinox »

Biomass production coming together:
Image

OK, what I've got:

1) On right side, chest for dirt and wheat to go in
2) Xycraft Fabricator pulls directly from chest set to make compost from dirt and wheat
3) Lever to turn on redstone engine to send compost to fermenter through transport pipes (can not leave on all the time because when fermenter fills compost is dumped to ground)
4) On left side, chest for saplings
5) Lever to turn on redstone engine to send saplings (or other fuel, whatever is in the chest) to fermenter through transport pipes (can not leave on all the time because when fermenter fills saplings are dumped to ground)
6) In the back, xycraft water tank, constant on redstone engine sending water to fermenter through waterproof pipes (redstone engine will run forever without exploding as long as it is working on something like a pipe whether the pipe is even connected to anything or not)
7) In the back, lever to turn on engine that powers fermenter
8) In the front, constant on redstone engine pulling freshly created biomass out of fermenter and sending it to a second xycraft tank (not shown) through waterproof pipes (redstone engine will run forever without exploding as long as it is working on something like a pipe whether the pipe is even connected to anything or not)

To be completed:
1) pump to pull water from infinite water source to constantly refill water tank
2) Choose engine to power fermenter and semi-automate fueling (probably biogas)
3) build second xycraft tank for biomass
4) construct and place biogas engine is separate machine room to power squeezer, carpenter, and centrifuge (machines already constructed)

Pretty productive evening I think. I think I'm finally starting to understand buildcraft.
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Post Post #12581 (isolation #403) » Wed Apr 03, 2013 3:37 am

Post by Rhinox »

In post 12579, Maestro wrote:then again, now I feel like a dick because you learning BuildCraft is awesome and I shouldn't get in the way of that kbai <3

lol I thought you were uberninja wtf is up with the avatar :P

Anyways, nah its cool thats part of the reason I posted so I could have feedback and make it better. That said...

In post 12578, Maestro wrote:izak, dappy, or I can come in sometime and pull some RedPower magic up in this shiz

...thanks but this is one thing I don't want someone just doing for me. I need to set it all up myself so I actually understand it and learn how to build other systems with it.

In post 12578, Maestro wrote:the RedPower Pneumatic Tubes are INFINITELY more intelligent than BuildCrash pipes. Their machines are awesome too - and the whole system basically knows when to pump and when not to pump items in and out of machines...it's fucking awesome and you need to try it

I did not know about pneumatic tubes but now that I do it seems I have the resources to make them and maybe I will give them a try. On one side I'll have the pneumatic tube pulling compost out of a xycraft fabricator and sending it to the fermenter and on the otherside I'll have the pneumatic tube pulling saplings and other "organic matter" out of a chest and sending it to the fermenter. For either side, will I need to power the tubes in any way or otherwise use any other machine to make sure the tubes are working and sending items how they should?

In post 12580, Claus wrote:2- Buildcraft has the "gate" system: basically a BC gate is an item that is attached to a tube, and when the gate detects a condition, it sends a redstone signal, or a pulse. So, for instance, if the BC gate detects that the fermenter is empty, it will send a signal to the tube coming out of the fabricator, to extract one more compost. The problem with BC gates is that it is a bit expensive to get started with them - the block that produces gates costs a few diamonds to set up.

I've read about gates a little but I figured I better understand the basics before trying to go more advanced.

I still want to look into another option other than the powered waterproof pipes but the 2 options I know of (liquiducts [thermal expansion] and fluid pipes [red power]) are both harder to acquire and/or set up than the simple water proof pipes.
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Post Post #12596 (isolation #404) » Thu Apr 04, 2013 3:31 pm

Post by Rhinox »

In post 12582, Claus wrote:Pneumatic tubes don't need power etc


bah

sticking with what I've built already because pneumatic tubes need brass and I can't be bothered to set up an alloy furnace now. I will turn the system on and off for now to keep items from dumping to the ground.


nevermind alloy furnace was easier than I was expecting pneumatic tubes coming right up :)
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Post Post #12599 (isolation #405) » Thu Apr 04, 2013 6:24 pm

Post by Rhinox »

Spoiler: Water Supply
Image

Spoiler: New Biomass Setup
Using pneumatic tubes now instead of transport pipes. Still using waterproof pipes powered by engines though. But thats ok, because now it is fully automatic as long as I keep supplying saplings, wheat, and dirt. Still need to swap the main engine from stirling to biomass, but I needed something to produce the initial lot of biomass.

PS SEND ME ALL YOUR UNWANTED DIRT :)

Image

Spoiler: Biomass tank. Lovely shade of green :)
Image

Spoiler: Machines waiting for a biomass engine: Squeezer, Carpenter, and Centrifuge
Image


I had a busy night and now I'm going to get no sleep and have a horrible day at work tomorrow why minecraft whyyyyy???
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Post Post #12606 (isolation #406) » Fri Apr 05, 2013 6:37 am

Post by Rhinox »

FYI:

I've been perusing the FTB forum today, and it appears when FTB packs upgrade to 1.5, most people expect 1.4 worlds to no longer work.

Just thought it might be a good idea to give everyone a heads up so we can plan in advance rather than finding out after updating.
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Post Post #12609 (isolation #407) » Fri Apr 05, 2013 7:01 pm

Post by Rhinox »

In post 12608, Maruchan wrote:Admins have been planning for this, more info will come out soon (TM)


ok, I feel good as long as people are aware. I'm not going to stop playing even if we're going to need to restart again. I'd be content considering everything I've done so far to be practice. If it comes to that.

-------------------

I'm up to just over 244 buckets of biomass in my xycraft tank now :) 244,140 millibuckets to be exact. My fermenter is running off of a biogas engine now, as is my trio of bee-processing machines. My brain has a bit of an internal conflict regarding using biomass to create biomass - conservation of energy, etc... whatever, its minecraft physics :P

One thing I need now is a renewable lava source. Reason is that each time I want to turn a biogas engine on, I need to use a little bit of lava. I think each engine has an internal tank of 20 buckets, and from what I can tell each time I start the engine cold I need to use 1/10 of a bucket of lava. So if I fill each machine with lava, it looks as if I can start them cold 200 times each. Thats pretty reasonable maintenance - make 40 buckets of lava, then don't worry about it until my engines start to run low then go make another batch.

Magma Crucible turning netherrack into lava occasionally?
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Post Post #12612 (isolation #408) » Sat Apr 06, 2013 4:48 am

Post by Rhinox »

In post 12610, Maestro wrote:That's a good solution (especially since Netherrack is UUM-able and Magma Crucibles could easily [IMO] be powered by non-Biomass Engines), but I'm sure Oso's told you about his Netherpump?


UUM-able?

Right now I don't think I need enough lava to justify setting up a nether pump and figuring out how to get the lava back to the overworld. 1 stack of netherrack turned into lava would probably last me a month with my current engines.

My plan was to just set up another biogas engine to power the magma crucible but what would you suggest as a non-biogas engine? If my research and math is correct it would take me about 5 hours and 41 minutes to turn a full stack of netherrack into lava using a single biogas engine. That would sure use a lot of fuel but if I only have to do it once a month, or only melt a couple netherrack per day, I should still have a net positive accumulation of biomass. But if you have a better suggestion, I'm all ears. Magmatic engine? (edit: magmatic engine should be able to melt 2.25 netherrack into 2250mb for every 1 bucket or 1000mb of lava used, so it should work indefinitely?)
Last edited by Rhinox on Sat Apr 06, 2013 4:51 am, edited 1 time in total.
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Post Post #12617 (isolation #409) » Sat Apr 06, 2013 12:18 pm

Post by Rhinox »

why do my trees hate me whyyyyyyyyyyyy?

seriously I've been trying all week to get silver lime to mutate. I've got only oak and birch planted, like 10 of each, placed every other. Wikis tell me (Oak + Birch = Silver lime 15% chance)... That means roughly 1 in 7 mutated leaf blocks should spit out a silver lime sapling but all I keep getting is apple oak, silver birch, and red spruce. I've been breeding up my bees and I've finally got faster pollination bred in so I'm getting more mutations faster and I'm still not getting silver lime I've got my trees surrounded by 10 apiaries. I'm in a normal/normal biome. Silver lime is like the next level up from vanilla trees prerequisite for most of the other trees, I need to breed this tree or I'm stuck.

I give up. What am I doing wrong? someone please HALP!

-------------------------------------------------------------------------------

In post 12614, izakthegoomba wrote:
In post 12612, Rhinox wrote:UUM-able?

Can be made from UU-Matter, an item added by IC2 made in a Mass Fabricator and used to craft many different items.


I see.

Well I don't think I need enough lava to need to automate netherrack production. I'll just go mine a couple stacks in the nether whenever my supply is getting low. Hell I already have enough netherrack to probably last me a year for what I plan to use the lava for.

In post 12613, Maruchan wrote:pump in the nether to EnderTank, Tesseract, or a crazy contraption of auto-canning of the lava then pushing it into an enderchest and pulling it out and uncanning at the other end (what i did before i learned of tesseracts and endertanks weren't yet made)


Yeah I thought of that I guess I'd just rather not chunk load the nether for the smallish amount of lava I need. Probably better for the server that way too. I'll save my chunkloading for when/if I really need it and have no other option.
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Post Post #12619 (isolation #410) » Sat Apr 06, 2013 8:11 pm

Post by Rhinox »

Yeah well... I think I FINALLY figured out how to do trees properly!!!

Spoiler:
Image


Those are silver lime AND hill cherry, and just before I logged off for the night they bred me a walnut sapling which is what I was going for. Thats the wood I need for the next part of my base's wall.

I figured out what the problem was before - when I first started doing trees, I randomly placed around all 4 vanilla trees. So I got lots of hybrid mutations: birchXjungle, oakXbirch, etc... you get the idea. Well, when I started trying for silver, I planted the birch and oak hybrids. So, trees breed using basic mendelian genetics. So, sometimes even though I planted a birch tree, it would breed with the non-showing or recessive Jungle genome in the tree. That is why I was getting all sorts of mutations except the one I wanted, the silver lime.

I fixed the problem by chopping down my breeding forest, and replanting with pure vanilla oak and birch. Almost instantly got my first silver lime. After making sure it was pure silver lime, I multiplied my saplings and made an arrangement for getting hill cherry (limeXbirch or limeXoak), again making sure I was using pure birch and oak. And sure enough, not too long I had cherry, it was a pure cherry, etc. Then the pic above was the setup for breeding walnut, using pure lime and pure cherry.

Now that I've figured it out, I should have every breedable sapling save for the 2 that I need to go breed in specific biomes very soon. If anyone has a specific tree/wood type they really like, I'd happy to provide saplings to anyone who asks nicely. Later on I might even have some quirky things like an oak tree the size of a sequoia that drops an apple for every leaf block decayed :)
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Post Post #12634 (isolation #411) » Sun Apr 07, 2013 7:00 am

Post by Rhinox »

Claus, why aren't you doing all that on the FTB server??
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Post Post #12657 (isolation #412) » Sun Apr 07, 2013 4:53 pm

Post by Rhinox »

New Forestry Progress Update:

Firstly, I managed to capture a few chickens in my wall when I first set up my base. Well, over the many days and nights of playing, whenever I find an egg, I just pick it up and throw it. By now, my chickens are starting to get out of hand, and this is even with me slaying a few from time to time. So now I run over even more and more eggs constantly, and I don't want to store them in a chest or waste an inventory spot so I still throw them. Even though now, when I throw an egg I always wish for it to NOT spawn another f-ing chicken.

So what happens to me tonight?

Spoiler:
Image
3 out of the 4 chicks that spawned out of 1 single thrown egg (the other wandered off to follow a different adult)

Image
so annoying.. I'll slay them later. My dogs will be happy


Onto the forestry stuff. Today's mission was to grow the trees I've been wanting to finish the outer wall of my complex. I mocked it up in creative single player, and I knew I needed walnut and balsa.

I did get 1 walnut sapling last night, but walnut is a 2x2 trunk so I had to wait a while for 3 more saplings to mutate for me. Eventually I got them. Next step was to get balsa, which first I had to get teak. Got them both today, and went to work on my wall...

Spoiler:
Image
Image
Image

Birch planks in the back. Big pillars are spruce. Small pillars are oak. Top platform is walnut planks. Top fence is balsa. Step 1 finished. No where near complete though. Finally at a point where I can start showing it off :)


If anyone is interested in having any forestry trees, here is the list I have available so far:

Mundane Larch, Silver Lime, Hill Cherry, Common Walnut, Teak, Balsa
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Post Post #12660 (isolation #413) » Mon Apr 08, 2013 2:49 am

Post by Rhinox »

In post 12659, Claus wrote:Rhinox, stick those eggs in a Barrel. You can put the same amount as other items, even if the stack size is smaller. Since you can breed chickens with seeds, no point in breaking eggs.

Or you can just chuck them in a void pipe.


Good idea, thanks.

Only reason I keep breaking them is because I have so many chickens now that I'm constantly picking up egg, and I don't like them filling my inventory when I'm breeding bees because I usually have a lot of drones on me.

I'm planning on moving my chickens to a proper egg/chicken farm sometime I just haven't bothered yet. When I do, I'll have an egg barrel :)
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Post Post #12668 (isolation #414) » Mon Apr 08, 2013 9:05 am

Post by Rhinox »

Well, I think I'm going to be moving my base yet again... Well, not really moving my base I just will not be building my Arboretum where I built my base, unfortunately. My tree collection will have to be on display elsewhere. There's a special tree I need to find, I will find it, and build my tree garden around it.


Speaking of trees, does anyone know which if any Twilight Forest trees can be grown in the overworld?
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Post Post #12670 (isolation #415) » Mon Apr 08, 2013 9:16 am

Post by Rhinox »

Spoiler: Some say it is only a legend...
Image


Actually I don't know if they can be grown from saplings or not but the little info I found on them makes me think no.
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Post Post #12672 (isolation #416) » Mon Apr 08, 2013 9:25 am

Post by Rhinox »

It is an extrabiomesXL Oak tree, listed here as a "Legend Oak" or "Greatwood Oak" (not to be confused with the thaumcraft Greatwood tree, which is a different tree I think).
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Post Post #12676 (isolation #417) » Mon Apr 08, 2013 12:43 pm

Post by Rhinox »

woo new computer monitor!!

23" full HD 1920x1080 display. Specifically, this one.

But I got it for free* through my rewards program at work :D

Upgrade from some cheap ass 18" 1366x768 or some shit hanns G brand

Can't wait to see how all the extra pixels look for minecraft.


*by free I mean they award me points for doing a good job and then tax me on the points at a value more than the points are worth so...
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Post Post #12703 (isolation #418) » Tue Apr 09, 2013 3:36 am

Post by Rhinox »

In post 12702, Claus wrote:Guys guys... the only screenshot in ages is a shot of some barrels and some numbers?


http://forum.mafiascum.net/viewtopic.ph ... 3#p4852933 >> Sun Apr 07, 2013 10:53:07 PM
http://forum.mafiascum.net/viewtopic.ph ... 0#p4851100 >> Sun Apr 07, 2013 2:11:03 AM

yes, AGES. Apparently no one likes my wall :cry:
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Post Post #12718 (isolation #419) » Fri Apr 12, 2013 7:43 am

Post by Rhinox »

congrats

what fios package is that?
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Post Post #12731 (isolation #420) » Sat Apr 13, 2013 2:49 am

Post by Rhinox »

In post 12728, Maruchan wrote:
In post 12720, UltimaAvalon wrote:Most likely FiOS Quantum, 50d/35u

(UA does phone tech support for FiOS btw)

is this a 3G service? How the FUCK do they get that speeds using a wireless network?


FiOS is a fiber thing. Kinda like ATT Uverse, only (UA will correct me if I'm wrong) FiOS takes the fiber all the way to your house, while uverse takes the fiber to a neighborhood node and then runs regular copper lines to houses from there.
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Post Post #12738 (isolation #421) » Sun Apr 14, 2013 2:12 am

Post by Rhinox »

In post 12735, Agge wrote:One of the primary advantage of running fibre all the way to the houses is that you are not limited by the max speed of the old copper cables. And you only need to upgrade the electronics on the ends of the cable to upgrade the sped instead of having to change the cables.


yeah one of the big problems that uverse was having is that they were being a little optimistic with how far away from the node people could live and still hook up their service. Basically, people who lived farther away from the node weren't getting the speeds they were promised. When I got hooked up with uverse again just a couple months ago, I talked with the tech about how far away from the node I was and if it was going to be a problem, and he said they fixed the problem by running 2 sets of copper cables to houses farther away, and also plugging in a signal booster that runs off of my electricity in the basement and sends power to the outside gateway.
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Post Post #12739 (isolation #422) » Sun Apr 14, 2013 2:16 am

Post by Rhinox »

In post 12736, Claus wrote:Also, you can use all that spare copper to build frames, which are awesome.


2 thoughts went through my head.

1) Man what a waste of copper...

2) wait do people really have that much spare copper?
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Post Post #12740 (isolation #423) » Sun Apr 14, 2013 2:23 am

Post by Rhinox »

Oh and yay tripple post! Random picture of the new minecraft me. More representative of the role I have taken on in minecraft lately:

Image
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Post Post #12742 (isolation #424) » Sun Apr 14, 2013 4:32 am

Post by Rhinox »

In post 12741, Klazam wrote:Ok, vote: new skin or not for me?

um if you like sure I guess.

=========================================

OK TIME FOR A GAME!

Its called, find the mutated leaf block! Winner gets the satisfaction of knowing they're not colorblind.

Here's an easy one to start:
Image

Did you see it? Well, here's Round 2:
Image

A bit tougher, eh?
Here's a hint:
Spoiler: hint
Image


And if you still couldn't see it, which really wouldn't surprise me:
Spoiler: at least it gave me the sapling I wanted
Image



tl;dr: spruce and mundane larch (mundane larch are the bluish ones in the photos) are particularly evil when it comes to forestry tree breeding and after I'm done with them I may burn down their every existence with a fiery passion.
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Post Post #12743 (isolation #425) » Sun Apr 14, 2013 4:35 am

Post by Rhinox »

oh and in case you thought lighting made a difference, here's round 3!
Image

hint:
Spoiler: its this one
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Post Post #12748 (isolation #426) » Sun Apr 14, 2013 6:06 pm

Post by Rhinox »

In post 12747, Claus wrote:Rhinox, I saw challenge one and was all "well,that doesn't seem too hard", then I went all WTF in the others. Maybe you could use a turtle with sample, normal leaves to make things easier for you?


Well once I figured out what I was looking for it was a little easier to notice the mutated blocks. Still have to look at a couple of them cross eyed to determine if it really is a mutated block or not but I was getting pretty good at picking them out. Thankfully I think I might be done with anything needing spruce or mundane larch to breed and so far those have been the only tough ones. All the other leaf blocks mutate so clearly there is no mistaking them. Otherwise yeah I'd have to figure something out.

So far, here are the trees I've got:

Branch 1)
Mundane Larch
Bull Pine
Sequoia

Branch 2)
Silver Lime
2A)
Teak
Kapok
Myrtle Ebony
Yellow Meranti
2B)
Balsa
Desert Acatia
2C)
Hill Cherry
Common Walnut

Branch 1 is complete and is the only branch that requires mundane larch and spruce to breed. By the way a single sequoia tree gives like 4 stacks of logs.

I need sweet chestnut to complete 2C. I need Wenge and Grandidier's Baobob to finish off 2B). To finish off 2A) I need Sipiri which has to be bred only in certain biomes. Then last would be the White Willow which also has special biome requirements, and I think its the only tree in the 3rd branch although I think it can be bred a few different ways.

so, yeah only 4 more different trees to breed and I'll have bred every currently available forestry tree. I'll have pure saplings available for all the breeds. I may or may not go for any hybrids.
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Post Post #12751 (isolation #427) » Sun Apr 14, 2013 6:14 pm

Post by Rhinox »

In post 12749, Maestro wrote:are there benefits to hybrids? (this is all fucking awesome btw, so glad somebody else is getting heavy into Forestry)


well yes I guess though it depends on what you value. You can breed in "fastest" maturing so if you're not using bonemeal your trees will grow faster after planting the saplings. If you want apples, you can cross oak and cherry to make oak trees that drop an apple with every decaying leaf block. You can make a [tree A] that is the size and shape of [tree B] if you just want aesthetics. I've had birch/jungle hybrids which is a birch tree the size and leaf shape of a jungle tree (edit: also grows cocoa pods on the birch by the way). So you could come up with something that makes it easier to farm the type of wood you want.
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Post Post #12771 (isolation #428) » Tue Apr 16, 2013 4:43 pm

Post by Rhinox »

I've seen the uberbreeder in action. Pretty crazy. Poor irradiated bees.
In post 12770, jmj3000 wrote:I will come back to FTB for Gauntlet runs, and once I get a good grasp of how to build and use the things that are added.
Doing forestry is getting me pretty good at parkour jumps, as I don't have fancy smancy grav suits to fly around in. I just jump from branch to branch, and now my bees give me regeneration, so if I fall I'm healed pretty quickly. So I'm waiting to try my new skills in a klaz gauntlet special. And just come back to us, you can learn on the fly.
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Post Post #12785 (isolation #429) » Thu Apr 18, 2013 3:01 am

Post by Rhinox »

So what did you guys talk about in your super secret op meeting?
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Post Post #12789 (isolation #430) » Thu Apr 18, 2013 3:56 am

Post by Rhinox »

In post 12787, KaleiÐoscøpe wrote:My Books disappeared :(
If you mean mystcraft age books then you should probably talk to maru.
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Post Post #12795 (isolation #431) » Thu Apr 18, 2013 4:25 am

Post by Rhinox »

In post 12790, Klazam wrote:(I'm an op now)
congrats!
In post 12793, KaleiÐoscøpe wrote:I didn't know it was called mystcraft. I was just trying new stuff
If you go back... oh idk 20-40 pages in the thread there's the whole history on what the rules were for mystcraft. Before the most recent reset, I think it was agreed that anyone could have 3 ages and had to be reported on a shared spreadsheet or face deletion at any time. After the reset and I started playing I asked what the rules were now (at least I knew rules existed from reading the past conversation) and at the time I asked I was told there was no agreed on policy. Some time later, the no mystcraft message appeared on the server connect screen but even that is entirely clear. No mystcraft at all? well does that mean don't go to the public mining age or don't use mystcraft portals at all? Either of those is "using mystcraft". I actually had to ask someone for that clarification when I saw it the first time and was told on IRC that the message just means don't make new mystcraft ages (maybe the message should say that instead of just don't use mystcraft? /suggestion).

Anyways, maru probably assumed you knew all that when he confiscated your books and deleted your ages. I said before, and this kinda reinforces, that there should be a post of server rules somewhere in an easily accessible place (maybe the OP of this thread?) so that people don't have to rely on remembering that thing that was said in IRC 2 months ago or dig through 500 pages of thread looking for the rule or not even realize they're breaking a rule at all.
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Post Post #12800 (isolation #432) » Thu Apr 18, 2013 9:56 am

Post by Rhinox »

In post 12799, fuzzybutternut wrote:HAPPY SCUMDAY MAESTRO!
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Post Post #12812 (isolation #433) » Fri Apr 19, 2013 2:23 am

Post by Rhinox »

In post 12808, Maestro wrote:Rhinox, check out the area around your Forestry Base. :)


uh-oh... :eek: what am I going to find? I can't get on until later
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Post Post #12814 (isolation #434) » Fri Apr 19, 2013 11:26 am

Post by Rhinox »

OMG MAESTRO <3
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Post Post #12848 (isolation #435) » Tue Apr 30, 2013 12:51 pm

Post by Rhinox »

Yup even me
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Post Post #12867 (isolation #436) » Wed May 01, 2013 9:30 am

Post by Rhinox »

In post 12861, Pizzadudes7 wrote:So what's the big deal with FTB? Never tried it.
It just adds a lot of popular mods, which gives you the more stuff to do and more blocks that klaz mentioned. I think saying its better than vanilla minecraft is a matter of taste.

If you wanna try it, just download the FTB launcher, and the modpack our server uses is the DW20 pack.
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Post Post #12888 (isolation #437) » Wed May 01, 2013 4:46 pm

Post by Rhinox »

Stability for me.

But then again I don't play to race through the tech trees and get to end-game stuff as fast as possible and then get bored when I "have everything". I like to build structures and transportation networks, and I'd just like to see them persist long enough for me to even complete them let alone enjoy them for a while after they've been completed. I play for server building, I guess you could say. And resets pretty much make server building impossible.


That said, if a reset had to happen soonish for an update, especially if the update might improve the constant getting kicked off the server issue, I'd be ok with it provided there was a substantial list of forestry related items I could start with after the reset (like some of my tools and machines, and a stack of every forestry breedable sapling to start with). But this is only because I haven't really built anything yet that I wouldn't mind losing or couldn't easily replace. Once I hit that tipping point though, resets would be very demotivating.
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Post Post #12919 (isolation #438) » Fri May 03, 2013 5:41 am

Post by Rhinox »

In post 12900, Maruchan wrote:m'kay now i want people's opinions, which version of any from 1.8.7 on do you guys wanna run, (in case the community wants a specific outdated mod for older versions COFF AETHER COFF)
Probably just whatever is the most recent.
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Post Post #13081 (isolation #439) » Thu May 16, 2013 3:02 pm

Post by Rhinox »

In post 13073, Maruchan wrote:<Maruchan> it'l ldefinitely be < 1 full chest worth
<Maruchan> so make a ful lchest of anything in it yo uwant kept
<Maruchan> and start soign that ASAP
In post 13074, izakthegoomba wrote:I plan to mess with the individual player.dat files to facilitate moving stuff over, so if (for example) we decide on bringing a hotbar full of stuff over, make sure that's on your hotbar ASAP.

(also note not all mods, and therefore not all items, will be moving across to the new pack)
Assuming forestry will still be in, can I petition that my bred forestry saplings count separate from whatever inventory space is allotted for moving stuff to the new world? I worked really hard to get them all, it took me a while (see post history ITT), and I only just finished up with the last bred sapling last time I was on the server. If I have to use my allotted slots for saving my saplings that won't leave me much if any room to transfer any other stuff. They definitely won't even all fit on one hotbar :(
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Post Post #13085 (isolation #440) » Thu May 16, 2013 3:20 pm

Post by Rhinox »

What bees are you using? If you can get industrious branch or agrarian, they will mutate faster.

Also, make sure you're using pure oak and pure birch (aka the vanilla saplings you find around the world), and only plant those trees. Plant a number of each surrounding your apiaries. Any mutated sapling you get other than the one you want, you should throw out / turn into biomass / whatever. For example, you'll get some oak/birch or birch/oak hybrids. If you plant an oak/birch next to a birch it looks like an oak and a birch tree but when the mutation happens it could actually use the recessive birch traits from the oak tree some of the time and you won't get your silver lime. Also make sure your apiaries are below the leaves - mutations only happen above the apiaries up to whatever range. When you get really tall trees, you might have to elevate the apiaries closer to the leaves but the vanilla trees are all low enough. umm... if you've been logged on for a while trying to get saplings, try logging out and logging back in (or just leaving the area (chunks must unload) and returning) - there is a bug in forestry where leaf blocks mutate but you can't see the mutation until the blocks reload. When other ppl come visit you they may see the mutation even though you can't, so its a client side bug. ummm... thats all I can really think about for now. It should definitely work for you, but might take some time until you're using good bees (ones with good pollination). All bees work though some just take a lot longer than others. I read somewhere that only bees that use flowers and mushrooms as flowers work, but I also definitely got some mutations using tropical bees which use vines as flowers it just took a lot longer to mutate.
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Post Post #13087 (isolation #441) » Thu May 16, 2013 3:24 pm

Post by Rhinox »

downloading modpack now for DW 5.3 but sure I'll come look
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Post Post #13092 (isolation #442) » Fri May 17, 2013 4:47 am

Post by Rhinox »

In post 13091, izakthegoomba wrote:
In post 13081, Rhinox wrote:Assuming forestry will still be in, can I petition that my bred forestry saplings count separate from whatever inventory space is allotted for moving stuff to the new world? I worked really hard to get them all, it took me a while (see post history ITT), and I only just finished up with the last bred sapling last time I was on the server. If I have to use my allotted slots for saving my saplings that won't leave me much if any room to transfer any other stuff. They definitely won't even all fit on one hotbar :(
Forestry is definitely going to be in the new pack. How many are we talking? Because I think a hotbar full is far too restrictive, personally - I'd argue for an inventory full. Would they fit if we went with that?
I believe there are 17 forestry saplings - and I'm only concerned with the pure ones aka what would be spawned in from NEI, not any special saplings with custom traits like the super apple trees I was talking about breeding earlier in the thread.

But I forgot forestry backpacks were a thing, I can put them all in 1 and then it only takes up one inv slot. Then everything else I would want to transfer likely would fit in my hotbar or close to it. Would that be a better option? I've been hearing some concerns from more than 1 person about me being able to keep any of my trees at all let alone having them be an exemption to any inventory transfer slot limit. I've heard there's a chance they may be placed on a "not allowed" list. I've heard things like they're endgame stuff, or that I won't be as active as if I don't transfer my saplings, or that I won't try new mods, etc. While I'll gladly cordially debate any of these points with anyone publically or privately, I really don't want to make a big deal about it, and I really didn't think it would be a big deal due to how functionally useless the saplings are.

My case for keeping my saplings really just comes down to, they're NOT endgame items, they don't provide me any functional advantage, they're only really cosmetic, and to redo them amounts to just sitting around on the server staring at leaf blocks for a month waiting for them to change color. There are many other truly endgame items that people on the server will likely get to within the first week before I'm even set up to tree breed again on a new server. There are likely things people will be transferring that are more useful than my saplings. I'd like to move onto exploring other things as well, but I won't be able to if I'm forced to redo my saplings for at least a month. I'm not likely to be as enthusiastic about doing it the second time around and thus likely my activity on the server would be affected negatively. (ie there were times I stayed up later than I should have because I was excited to breed the next sapling but the second time around, I'm not losing sleep over it and that means I'm not spending as much time on the server). I also just finished breeding every tree, and I don't even have any time to enjoy them due to the upcoming reset. I haven't done anything at all with them yet other than stick the saplings in a chest. In forestry alone, there are many more things that IMO are further down the tech tree because I haven't even done them yet - full bee breeding, multifarms, specially bred trees, and advanced bee breeding machines. If I have to redo saplings, I'm at least a month away from even thinking about moving on to anything else. I also don't really have anything else not easily remakeable to transfer, so without my trees being permissible, I'd be just as well off starting completely from scratch with no transferred items. In fact, I'd feel unfairly handicapped since everyone else presumably has useful things/tools/machines/etc that they will be allowed to transfer, but I have nothing except my apparently OP but functionally useless saplings.

Anyways thats all I've really got to say about it. I didn't think it would be such a devisive issue, and I don't mean to cause drama with it. Thats my case decide what you will, and I'll abide by the decision.
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Post Post #13191 (isolation #443) » Sat May 18, 2013 8:08 am

Post by Rhinox »

guyssss :(


No problems from me on the new proposed modpack. I'll miss thaumcraft only because of my super magic never breaking grafter... *sniff* I'll miss Xycraft in theory but not really in practice and theres no debate to be had here anyways.

I didn't use IC2 at all I don't think so it won't really affect me being gone. I can understand why others who use it primarily would be upset though. But really, some of the comments ITT are :facepalm: . Sure, I'd be sad if BC/Forestry was gone instead. Thats what I know and use and it'd be an adjustment. But you know what I'd still play anyways, because I play on this server specifically FOR the community involvement and not for any one particular mod or way of playing.

New mods: bibliocraft is cool I've seen a little bit of the display stuff on M's laptop server. And secret rooms too! Not sure about tinkers or the other ones mentioned but I guess I'll watch the vids at some point.


I haven't always been Maru's biggest fan in the server administrative sense, but I 100% back the current existing admin and mod team for this server. Maru has far exceeded my expectations for accepting community input for how he wants to run his server. IIRC, the first iteration of this server, maru put together his own modpack, posted instructions on how to DL and join, and that was that. People played, or they did not. Now, we have a whole committee that has been discussing what the new mod pack will be for weeks, with the community's interest in mind, trying to give us the best possible experience they can. This modded server is now more a community server than it was ever intended to be or ever was in the past. M, izak, and klaz are great mods. There is no one that has posted in the past week that I would support taking over. (except for Tbone, he's cool). I don't have a problem with anyone here personally, but to anyone posting "its me or them" ultimatums, don't let the door hit you on the way out.

And as I am one of if not the longest active playing community member here, my word is, naturally, law :P
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Post Post #13202 (isolation #444) » Sat May 18, 2013 9:57 am

Post by Rhinox »

My wishlist for transfering to new server:
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Top row: Coke Oven and collected saplings from the world
Next 2 rows: forestry bred saplings
Bottom row: forestry machines

Actually... will either of the rubber trees even be in the new mod pack? I think the one kind is industrial craft and the other is definitely RP2.
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Post Post #13230 (isolation #445) » Sun May 19, 2013 7:51 am

Post by Rhinox »

THE END IS NEAR

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Post Post #13249 (isolation #446) » Mon May 20, 2013 4:58 am

Post by Rhinox »

In post 13248, dappyscroo wrote:2) How would people feel about getting...

... TeamSpeak set up for the server?
I think it would kind of disjoint the community. I like the chat/IRC/FTBbot set up - to be able to just hop on IRC and follow along with what everyone is talking about.
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Post Post #13254 (isolation #447) » Mon May 20, 2013 6:34 am

Post by Rhinox »

So with mystcraft gone, that means no portals/linking books/etc right?

I was just wondering what everyone's plans are for transportation around the new server? Are people going to finally care about roads, rails, and nether paths again???? :D
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Post Post #13257 (isolation #448) » Mon May 20, 2013 6:54 am

Post by Rhinox »

In post 13255, izakthegoomba wrote:CameraCraft (when it gets updated) allows you to teleport through pictures if you have a charged Teleport Battery.
Wow really? Thats actually pretty cool. *goes to read about the mod*

But given that it won't be in the D1 modpack and that one needs a continuous supply of ender pearls to be able to teleport (not to mention investing the time and resources to craft all the cameracraft stuff), surely we can not just rely on this as the primary method of transportation, right?
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Post Post #13258 (isolation #449) » Mon May 20, 2013 6:54 am

Post by Rhinox »

In post 13256, blake5135 wrote:Sounds like we will be using rails !!!
YES! thats the spirit! :D
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Post Post #13259 (isolation #450) » Mon May 20, 2013 7:05 am

Post by Rhinox »

So how does everyone go about getting started with resource collecting and managment these days? I know klaz will be turtle mining on day 1 but what does eveyone else do? Manual mining? Quarries? other automated systems? Just wondering what I should be going for to get the most out of my resourcing and getting on to doing other things. I just manually mined in the current server, and I'm looking to do things more better starting in the new server.
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Post Post #13262 (isolation #451) » Mon May 20, 2013 7:28 am

Post by Rhinox »

In post 13261, izakthegoomba wrote:I'm guessing most of us will manually mine at first, and then use quarries.

Bear in mind there will be some rules about quarries - they count as chunkloading machines, loading up to 25 chunks, and we're limiting chunk loading to 36 per player. Also quarries in the overworld must not be visible from the surface unless you plan to make them look nice afterwards (like I was on the world before the last one), and no quarries (or pumps) are allowed within 3000 blocks of 0,0 in the nether.
OK. I always feel like I fall behind on the resource curve. Maybe I just don't do it right.
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Post Post #13306 (isolation #452) » Mon May 20, 2013 1:56 pm

Post by Rhinox »

In post 13276, Andrius wrote:middle obv
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SO MUCH WIN

(1 is also acceptable)


(ellipses needed after 'Spawned')
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Post Post #13308 (isolation #453) » Mon May 20, 2013 1:57 pm

Post by Rhinox »

In post 13281, Maruchan wrote:
In post 13254, Rhinox wrote:So with mystcraft gone, that means no portals/linking books/etc right?

I was just wondering what everyone's plans are for transportation around the new server? Are people going to finally care about roads, rails, and nether paths again???? :D
I would LOVE to see a railcraft/traincraft system set up and running AMAZINGLY
I want to railcraft but I'm intimidated by the shear amount of resources needed to set everything up.

Thus my asking earlier about how to win at resourcing.
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Post Post #13326 (isolation #454) » Tue May 21, 2013 3:18 am

Post by Rhinox »

In post 13315, Klazam wrote:one of the mods add petroleum
What is this petroleum and what mod adds it? I googled and couldn't find anything about it. To be clear, this is different from the oil deposits added by buildcraft right?
oh traincraft. Anyways, I was just trying to figure out what uses petroleum to have an opinion on whether it should stay or go.

As for forestry, yes it uses a lot of copper indirectly, in that most recipes call for bronze. So just having infinite copper doesn't really get you anywhere. IDK about just copper for tools, but bronze makes armor/tools almost as good as iron but with 30% higher durability. But again, its bronze, and not just copper.
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Post Post #13327 (isolation #455) » Tue May 21, 2013 3:20 am

Post by Rhinox »

whoa traincraft adds a zeppelin??????

edit:
While in a Zeppelin, you must not get out or disconnect unless you are wearing fall damage resistant armor or a jetpack.
................................................. :neutral:
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Post Post #13335 (isolation #456) » Tue May 21, 2013 3:53 am

Post by Rhinox »

In post 13329, Klazam wrote:well, get out above water or wool. problem solved. :)
I was just thinking in terms of the spontaneous crashes we had and how much grief this would cause if they continue on the new server (but hopefully not with the new modpack and all)
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Post Post #13346 (isolation #457) » Tue May 21, 2013 8:38 am

Post by Rhinox »

In post 13345, izakthegoomba wrote:so if everything goes to plan the server should be up some time this weekend.
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Post Post #13348 (isolation #458) » Tue May 21, 2013 1:52 pm

Post by Rhinox »

So... I just brought up in IRC and others in there also had a little discussion about whether it is time to reboot the vanilla server, start fresh WITHOUT tp and warp and other such commands.

My reasons for the reboot and my change of heart:

1) warp and tp were used extensively when the server was formed, and it is difficult get around the server without them
2) nether was lost during server migrations a while back, thus getting around using previously established nether paths no longer works
3) pretty much no one has been on the server since the FTB server started

Someone else also mentioned that with FTB also restarting, it would be like ushering in a full new age for the mafiascum servers. This can be a positive or negative though because starting fresh on 2 servers at once would be difficult.

I feel like now that we have 2 servers, it will be easier to keep the vanilla server as vanilla as possible (no teleporting / warping / home / etc commands), and keep the non-vanilla stuff in the FTB server. On the downside, there is some cool stuff in the vanilla server that we would be saying goodbye to, but IMO overall we can build a better server without the /warp command effecting how the server forms. We'd have to rely on building vanilla transportation methods - OW and nether roads and rails. Rather than just wandering off to god knows where, knowing you have the /tp, /warp, /home crutch to fall back on. Vanilla is so much better without that stuff. Its possible I have nostalgia goggles, but no vanilla server has been as awesome as the world that existed when I first joined the server. So many cool structures and so many cool roads and subways connecting everything. At one point all MME was doing on the server was going around building roads and bridges. It was awesome. It can be awesome again.

In the past, I was against resets on the vanilla server, but over the past few months while I was on FTB, and after we lost the nether, seeing the vanilla server sit there largely unused.. that it is just time to start fresh. As it stands now, I don't see myself investing time in the existing vanilla server. It is so disjointed, broken, and unused that it would just feel like I was playing SSP. I would rather spend my effort on FTB because it feels more community oriented. IMO, there are 2 ways to fix the vanilla server and make it community-centric again. 1) A massive overhaul involving pretty much everyone who's been on the server, to go in and renetwork all the places. 2) Reset and allow the server to regrow organically without the corruption that /warp and /tping causes.

I don't believe option (1) can realistically happen. I feel option (2) is the best option and the only option where it makes sense to even keep the vanilla server at all. In its current state, we'd be better off moving the RAM for the vanilla server to the FTB. Just IMO. But I want the vanilla server to survive, and to be better!

Thoughts?
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Post Post #13359 (isolation #459) » Tue May 21, 2013 4:14 pm

Post by Rhinox »

In post 13351, Rob14 wrote:I do not, unless there is a rise of activity in it AND it waits until after FTB relaunches by at least a month.
I should have brought this up when I first thought about it, which was when it was first announced an FTB restart would be happening which would mean we'd have already had a month in vanilla by now before FTB restart. But even now, if a vanilla restart hypothetically happened today we'd still have almost a week to get started on vanilla before the FTB reboot and maybe more if FTB reboot doesn't go exactly to plan.
In post 13351, Rob14 wrote:1) Rise of activity - Without a rise of activity, I fear that a restart to vanilla will just end in an empty world sitting there going unused. We need at least SOME people to have interest in playing in Vanilla before bothering to restart it to ensure a spawn area is created and some sort of a town develops.
As long as the FTB server exists, low activity is always going to be an issue on the vanilla server. Right now, the server is basically a ghost town. Its going unused now. Doesn't matter if its an empty world or an abandoned world, if its going unused then either it needs fixed or we might as well not have it at all IMO. And I'd rather fix it than nix it (lolrhyme).

As it sits now, I can't even play on the server. I'm currently on my mushroom island where I was trying to make rhinoland. I relied on /home and /back to get back and forth between my home and my island. When server migration and upgrade stuff happened, the commands were turned off, and homes were reset anyways. So if I want to get back to my spawn, I have to hop in a boat and travel thousands of blocks but I don't know which way to go because I relied on dynmap and we don't have that. If I find spawn, I still have to take the long way to skytown because of the nether reset, and I don't know the way without dynmap. Even if I figure all that out, now I have a choice to make. Where to start over? Rhinoland would be abandoned, I could resettle near spawn or skytown, but... everyone else who
was
active started settling way out in vineland, an impossible journey to make without /tp, /warp, etc. So I can settle somewhere and play but I'd be isolated, no one to come visit me, and no one to go visit. At that point I'm playing SSP on a server which is still a ghost town besides me.

Of course all that can be remedied possibly with OP help but then what is the point of calling it vanilla? The point of the vanilla server should be to provide a 100% vanilla experience, and there shouldn't be much argument on that point now that the FTB server exists. But the server was created with a focus on commands such as /warp and /tp, and simply turning them off breaks the world. It'd be like if we kept the same FTB world, but just turned off IC/TC/etc... it would be broken. Things wouldn't work. It'd be more work to fix everything than to just start over. That is what the vanilla server is now. Broken as a vanilla server in its current state.

As for a userbase, I'm 1 user who would return to vanilla in addition to FTB if it was reset. Others have expressed interest in playing vanilla again if the world was reset as well. I was the last in the vanilla server before finally moving primarily to FTB.
In post 13351, Rob14 wrote:2) Not concurrent with FTB - Right now, people obviously prefer FTB to Vanilla. If they both restart simultaneously, FTB will get the majority of the activity, especially considering that it has new mods and so is practically a new game entirely. If most (or even all) people focus on FTB due to this, then it's likely Vanilla will never see a bump in activity from a restart. I doubt people will stay on FTB for 1 month restarting and investing in that server, then decide to give Vanilla some of their time when the majority of the community is over on FTB and the Vanilla restart isn't recent anymore.
I thought this too at first. Maybe its a valid point, but it just seems like vanilla is never going to be the primary server for anyone as long as FTB exists, whether now nor in the future. It might see a slight bump if people are bored with FTB, but the FTB server formed to begin with because people were bored with vanilla.
In post 13352, blake5135 wrote:I don't know if my opinion even matters when it comes to the vanilla server. Even though I did play a lot, and build some stuff their.. But I have mixed feelings about this. I'm scared if we do a reset it'll set there unused as people will prefer the FTB server. BUT.. It's a lot of stuff there.. It would be nice to see it all rebuilt better, and to make a rail system connecting this place and that place..

I just have mixed feelings about it. I'm undecided.
In post 13354, Klazam wrote:I changed my mind.

no vanilla restart.

so many awesome stuff on it.

Yes your opinion matters blake. Yes, there is a chance it will sit there unused, but it is sitting there unused now. Keeping it around as a museum is just a waste of dedicated RAM and HD space. If its reboot, it might not be used as much as FTB, but IMO it will be used more than it is now. Yeah there is some cool stuff there, but how can anyone see any of it? I saw fishy's underground temple when it was still a WIP and it was awesome, but if I logged on the server right now, I could not find it. I wouldn't even know which direction to start in. I can't get to vineland and see whatever is built out there. I can't even get back to spawntown or skytown where my houses are. Nothing on that server right now, no matter how cool it is, will never be seen by anyone other than if someone decides to post some pics. Thats the problem with starting a server with warps and tps and whatnot, you can't just turn those things off without breaking the server.

We had a cool server before this one too. We had lots of cool stuff. And we had a central area with signs with coords to all the places, and we had roads and rails connecting many places. The server was cool AND accessible. But no one on this server bothered to do any of that because we could just /warp to places, or /tp to other users when they were on. Take those commands away, and broken. Our vanilla server is very unaccessible now. Losing cool things sucks sure. It sucked when we lost our previous server due to the asshole hosts deleting it. But all the cool things on our server might as well be lost if they're not accessible to the community. We can reboot the server, build new cool things in a more accessible way, and it would be so much better. OR... give everyone who wants a copy of the world files and shut it down to focus resources on one server, the FTB server. Because the vanilla server as it sits now, is never going to be as cool as a proper 100% vanilla no player commands server could be. And as Tierce is pointing out, anyone who might want to join in and play for the first time isn't going to able to experience 90% of the stuff on the vanilla server outside of maybe spawntown, if they even have any interest in joining at all.
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Post Post #13400 (isolation #460) » Wed May 22, 2013 8:19 am

Post by Rhinox »

In post 13390, Claus wrote:2- You guys should reset vanilla, and make the server always run the latest, bleeding-edgest snapshot, and no mods (not even bukkit). Wild wild west style. I volunteer to archive the old vanilla world.
In post 13393, Maruchan wrote:2. YES YES YES YES I LIKE I WANTZ PLZ PLZ YES YES YES
In post 13398, fuzzybutternut wrote:In favor of reset!

also, what Claus said, I want so much.

I WANT HORSES DAMN IT.
In post 13399, EspeciallyTheLies wrote:Seconded. I'd play that shizz. AND FTB.
nth!
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Post Post #13405 (isolation #461) » Wed May 22, 2013 10:03 am

Post by Rhinox »

In post 13401, izakthegoomba wrote:I already added everyone I could think of off the top of my head, but check just to be sure. If you're not on there by the time the pack goes live you'll have to PM me/Klaz/M for the code, so you'll be waiting longer.
I edited the document to my minecraft name. Not sure if it matters.
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Post Post #13411 (isolation #462) » Wed May 22, 2013 10:31 am

Post by Rhinox »

In post 13406, Maruchan wrote:
Spoiler:
In post 13397, izakthegoomba wrote:Hey maru. Permissions for DamageIndicators and TrainCraft would be nice right about now...
CameraCraft
Image
The Rest:
Image
Image
Image
Image
Image
Image
Maru, you are awesome.
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Post Post #13428 (isolation #463) » Thu May 23, 2013 3:15 am

Post by Rhinox »

In post 13423, Klazam wrote:BIG NEWSZ!

Spoiler: NEWSZ
Image

Text:
-----------------------------
Events Board

Grand Opening: 5/27
Spleef Tourney: 6/1
Gauntlet Opening: 6/15
-----------------------------

Dont worry, it'll be up as soon as we get mod pack on FTB launcher. Just that this monday is the OFFICIAL grand opening. Cakes will be had by all.
Is that going to be spawn for our new world?

The spawnpad looks really great! I'd rather not spawn in a NPC village though, but its probably nbd really.
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Post Post #13432 (isolation #464) » Thu May 23, 2013 5:13 am

Post by Rhinox »

In post 13429, T-Bone wrote:We bastardized a town for the vanilla server too for our Spawntown even though most have forgotten about that.

It what we do.
In post 13430, izakthegoomba wrote:Yeah, I'm think the previous server is the only MS server where we didn't invade a village.

Well yes the vanilla server spawntown was a recommissioned NPC village. But it was actually the only time we have done that. All servers before that one were pre-NPC villages, at least at the time of server creation. And the last FTB server we all just ignored the village right by spawn and naturally spread out. Not sure what you guys were doing on the other FTB servers before I switched over though.

Anyways, its slightly unfair that whoever is able to log on to the new server first gets to raid all the chests and resources and what not in the spawn village. But like I said, NBD really because its not like other villages can't be found and raided by anyone.

Mostly I just prefer the worlds we've created organically without any preconceived format or template that a NPC village spawn sort of encourages. I'll play either way just stating my opinion. Its not like I didn't like our vanilla spawntown too.

I move that we immediately begin to wall off the NPC village and preserve it as a historical site, or the "Old Towne" center of our new spawn city. We can build our new houses and and structures around the NPC village. That means no taking over the existing buildings and claiming them as your own. Raid the chests, sure, but keep the structures pristine. :) I think that would be kinda cool rather than just bastardizing the village.
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Post Post #13441 (isolation #465) » Thu May 23, 2013 7:42 am

Post by Rhinox »

In post 13434, Klazam wrote:and all chest items were removed, tho.
clap.gif :)

(are there any apiaries in the village tho? :twisted: )
In post 13435, Klazam wrote:Although us ops spent a lot of time on the village, we'd like you all to use it somehow...
I don't mean to minimize any effort that you guys put into the town. Sorry if I came across that way. But IMO, all the more reason to preserve the town - to preserve the effort you guys put into it. :)

I see the ideal use for the town being the starting community common area, early villager trading, and temporary initial shelters for people to use before setting up their own more permanent places. Maybe even eventually adding improvements like stained glass windows for the church and what not, but keeping it strictly a communal area and not any one persons claim to any part of it. But hey, whatever everyone wants to do :) My plan is probably to take the option (3) building blocks starter kit, build the best spawn town house I can with it so I will always have my own little corner of spawntown to return to and visit whenever I want, and then go out searching for a more ideal location to build more of a proper base - not too far away, but not right in cramped by everyone else. Thats kind of how I played on the vanilla server, and I was liking how it was working out.
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Post Post #13445 (isolation #466) » Thu May 23, 2013 10:21 am

Post by Rhinox »

I hope we'll be able to DL the modpack by the time I get home from work tonight. I'd really like to get in a SP world and play around with some of the new stuffs (unless the server will be going live as well, in which case I'll just play around on the server :P )

Have you guys finalized what the starter packs will be yet? I'm interested in knowing whats in the building block starter pack so I can try some things in creative mode before building my spawn house on the server with it :)

(sorry if I'm being a nag I'm just really excited for this server - less bugs, past members returning, lots of excitment, hard to contain the squeeeeeeeees)
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Post Post #13446 (isolation #467) » Thu May 23, 2013 10:22 am

Post by Rhinox »

In post 13443, EspeciallyTheLies wrote:
In post 13441, Rhinox wrote:stained glass windows
:eek: I WANT.
I saw them in the NEI on the last FTB server so we had them before, but I don't think anyone made any.
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Post Post #13448 (isolation #468) » Thu May 23, 2013 10:26 am

Post by Rhinox »

Well I also don't know which mod added them so IDK if the new modpack will have them or not so... don't get your hopes up.
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Post Post #13466 (isolation #469) » Fri May 24, 2013 12:37 am

Post by Rhinox »

Woo progress :)
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Post Post #13469 (isolation #470) » Fri May 24, 2013 3:42 am

Post by Rhinox »

We can still build a spawntown ETL!
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Post Post #13472 (isolation #471) » Fri May 24, 2013 4:14 am

Post by Rhinox »

In post 13471, EspeciallyTheLies wrote:
In post 13469, Rhinox wrote:We can still build a spawntown ETL!
Can you breed villagers into it? I really liked the idea of being able to trade with villagers at spawn. Like going to market. It would have been awesome.
Yes you can make your own village it just takes a bit of work. Did you visit the alcatraz shopping mall at all on the last server? Best bet would be to find a village near spawn, take it over and create a villager breeding operation, and then transport villagers back to spawn trading center by rail and contain them however.

Actually that sounds like a fun project :) . Maybe I'll do that first thing.
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Post Post #13477 (isolation #472) » Fri May 24, 2013 6:22 am

Post by Rhinox »

In post 13475, EspeciallyTheLies wrote:How do you get them to go in the cart? And what do you breed them with? Flowers?
They breed on their own based on the number of properly placed doors present. 3 doors per villager iirc. So you either need a lot of doors, or you need to keep shuffling some villages away from the doors to get them to keep breeding. I think there might be some kind of infinite villager breeding
bug
feature you could try as well but idk how it works without looking it up.

As for getting them into the cart, I think you could shove them in, or get them to fall in, or possibly use the vanilla fishing rod to drag them (not sure on the last one). Isn't there like a gravgun or portal gun or something in the modpack that grabs blocks to move them around? possibly you could use that to move villagers around as well?
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Post Post #13479 (isolation #473) » Fri May 24, 2013 6:24 am

Post by Rhinox »

In post 13476, fuzzybutternut wrote:ETL: When a man villager and a...er...man villager love each other very much....
:lol:

===================================================

I hope FTB gets our modpack working this weekend. Long weekend with the US memorial day holiday coming up means that on monday I have like all day free to do nothing but minecraft while my wife has to go to work :P :D
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Post Post #13487 (isolation #474) » Fri May 24, 2013 11:33 am

Post by Rhinox »

In post 13484, izakthegoomba wrote:anyone know the MC names Rhinox
Rhinox331 is my MC name
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Post Post #13493 (isolation #475) » Fri May 24, 2013 1:57 pm

Post by Rhinox »

izak, I didn't get a code :(
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Post Post #13495 (isolation #476) » Fri May 24, 2013 2:14 pm

Post by Rhinox »

KLAZ YOU ARE BAD LUCK!

My comp just borked too... gotta be the graphics driver again. I just noticed mine was pushing an update yesterday. Do you have nvidea cards?
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Post Post #13501 (isolation #477) » Fri May 24, 2013 4:52 pm

Post by Rhinox »

Finally get the code but now I can't get windows to start up outside of safe mode or deactivating the graphics card... :(

FML
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Post Post #13502 (isolation #478) » Fri May 24, 2013 5:38 pm

Post by Rhinox »

And fixed. For now. I had 2 graphics cards running in SLI, and it seems like 1 (the primary) was failed.

Ever since I built the PC I thought that one might have a problem because its fan didn't spin as fast as the secondary. A couple months ago, I had this same problem. I researched on the interwebz and the consensus was that sometimes after windows pushes driver updates, this problem can occur. But last time I was having blue screens and other errors, it was different, but similar. This time, I had 2 main symptoms: 1) screen would go black and say no output detected on the monitor source right after the loading windows red-green-blue-yellow wavy flag screen and just before the windows login screen, and 2) the motherboard POST screen was taking obscenely too long to get to starting up windows.

All the driver updates in the world wasn't fixing either symptom. I could only start in safe mode or normal after deactivating the graphics cards. System restore didn't work, and I stopped short of trying to reinstall windows thankfully. I decided to remove the one graphics card that had the slower fan and just try with only the single other card. Immediately, the motherboard post screen issue was resolved, but windows still did not start up. I logged back in in safe mode, uninstalled whatever graphics driver was installed at that point, restarted and reinstalled a graphics driver. After 1 final restart, everything is back to working normally :)

I guess the card probably finally died due to heat damage due to the slow cooling fan. Remaining GPU is working fine and the fan really blows well (if you know what I mean). I can now proceed to keep calm and mafiacraft all weekend long :)

fucking technology. I can figure all that out but I can't install a bubble free screen protector on my new galaxy S4 :facepalm: . Anyways, just thought I'd post in the unlikely event anyone has a similar problem in the future.
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Post Post #13505 (isolation #479) » Fri May 24, 2013 6:19 pm

Post by Rhinox »

In post 13503, Maruchan wrote:why is rhinox so rich?
(the graphics cards were free hand-me-downs :P )
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Post Post #13515 (isolation #480) » Sat May 25, 2013 2:31 am

Post by Rhinox »

In post 13512, izakthegoomba wrote:
MAFIACRAFT FTB SERVER IS UP!


IP - 46.105.234.0:25602

If you're not whitelisted, post your MC name here. If you don't have access to the pack, PM me. Enjoy!
Wooo :) thanks to the whole mafiacraft team you guys are awesome!
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Post Post #13536 (isolation #481) » Sat May 25, 2013 11:19 am

Post by Rhinox »

Need whitelist on the server >.>
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Post Post #13571 (isolation #482) » Sun May 26, 2013 5:06 am

Post by Rhinox »

In post 13550, T-Bone wrote:Also Rhinox please don't make any changes to the bay you are sharing with me. Thanks.
Howdy neighbor o/. I was wondering who that was near me. I didn't realize you had claimed the whole bay. I'm only planning on building a house with the building block starter kit before I go somewhere else. I had thought about building a bridge across the couple small islands at the mouth of the bay but I'll hold off if you have plans.
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Post Post #13573 (isolation #483) » Sun May 26, 2013 5:31 am

Post by Rhinox »

My vote is for normal. Just because there are mods doesn't mean its only about the mods and not about actually playing minecraft survival mode.
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Post Post #13574 (isolation #484) » Sun May 26, 2013 5:33 am

Post by Rhinox »

FYI everytime I start up the FTB launcher tells me a new mod pack is available and asks to DL, even though as far as I can tell nothing has changed because I can still get on the server if I say no. Is there anything going on I should know about or is it just some kind of bug?
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Post Post #13648 (isolation #485) » Tue May 28, 2013 5:32 am

Post by Rhinox »

So... just wondering how everyone is doing on the new FTB server so far an what everyone's general plans/strategies are?

I built a house near spawn with the #3 starter kit - I'm not really all that satisfied with the house btw because I feel like I didn't earn it and didn't bother to put much thought into it really. I wish I'd have chosen the no starter kit option - buyers remorse I guess. Then I explored a bit and found the tree I've been searching for, a legend oak, about 2500 blocks from spawn.

Spawn is basically a big island, and everyone except for maybe Oso has settled on it I think. Do people plan to network everything on the island with roads and rails and what not? because if so that would encourage me to return and set up my primary base on the island. I like the area where the legend oak is for a base as well but its just so far away from spawn. I don't want to feel like I'm just playing SSP. I'll waypoint the location and maybe eventually return there to do something with the tree but until then I want to be near people.

Also its kinda lame that nobody built anything right near spawn (I'm partially to blame). We just spawn in on the nice spawn platform and walk down the steps into a nice well lit area that has "town square" written all over it, and then there's nothing else but dark forest for a couple hundred blocks. We should develop the area, at least as a community area. Roads to everyone's bases should begin from there. We need a billboard so people can put up a sign with coords to their base. We could build community farms there, animal pens, and a villager trading shopping mall. Maybe also various types of mob grinders for drops or XP. Spawn nether portal as well. Etc. What do you guys think?
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Post Post #13653 (isolation #486) » Tue May 28, 2013 7:39 am

Post by Rhinox »

I have a zombie spawner neutralized, and I know where a cave spider spawner is, not yet made safe.
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Post Post #13659 (isolation #487) » Tue May 28, 2013 10:30 am

Post by Rhinox »

There are
lots of
sparsely some images in these 547 pages of thread :P

Actually, the farther back you go, the more likely you are to find screen grabs.
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Post Post #13670 (isolation #488) » Wed May 29, 2013 5:44 am

Post by Rhinox »

Greetings Fellow Residents!


The following is a proposal for new road construction submitted by the Southwest Spawnville District [note: unofficial name] Transportation Steering committee. The following community members are affected by this proposal, and the committee is asking for your input before pursuing further action:

Rhinox
Tbone
Kc
Jsav
Blake
Dav
ETL
dappy

The committee proposes to construct an above ground overworld road (or network of roads) connecting the location known as "Spawn Platform" with the westernmost residence in the Southwest Spawnville District, believed to be the Rhinox Residence. The committee wishes to construct the most efficient route while not interfering with individual residential development plans, further while allowing affected residents to cosponsor this proposal in order to most efficiently link into this proposed main transportation artery spanning the entire southwest district! This is a once in a lifetime opportunity to shape the future of the southwest district for year [note: likely hyperbole] to come, so act now and don't miss out!

The committee submits the following professionally prepared surveys of proposed routes through the southwest district. The committee wishes to hear opinions on which route or routes to begin construction on, with a target commencement date for construction beginning this friday, May 31st. The committee would like to make it known that should insufficient community input, or a lack of a conclusive community agreement be reached, the committee will recommend the northern most planned route on the attached surveys, as it is believed that is the route which will cause the least interference with existing residents named herein. The committee would also like to make known that should the southern most route across the bay be selected, a bridge of appropriate height will be constructed in order to maintain full marinecraft (note: fancy name for boat) access to the bay.

Thank you for your input and we look forward to hearing your opinions!

Signed,
Annonymous Director for the Southwest Spawnville District Transportation Steering Committee (ADSSDTSC)

Attachments:
2D proposal:
Image
Approximate 3D locations:
Image
Last edited by Rhinox on Wed May 29, 2013 6:33 am, edited 1 time in total.
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Post Post #13671 (isolation #489) » Wed May 29, 2013 5:56 am

Post by Rhinox »

ooops my bad I'm sorry :(.... errr, I mean the committee apologizes for this atrocious error.

I guess I just assumed it was part of Dav/Blakes compound and I couldnt' get directly up there to read any sign because of the way the dirt platform is elevated.

edit: y u delete your post?
Last edited by Rhinox on Wed May 29, 2013 5:59 am, edited 1 time in total.
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Post Post #13674 (isolation #490) » Wed May 29, 2013 6:37 am

Post by Rhinox »

In post 13672, dappyscroo wrote:You haven't labelled Dappyscroo's Hole in the Ground, despite the fact that one of the proposed roads is in danger of actually covering up my entrance!
Well its not like I actually walked the proposed routes or anything what do you people want from me huhh??????!!!
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Post Post #13685 (isolation #491) » Wed May 29, 2013 10:07 am

Post by Rhinox »

Hey do we have the Bunyan mod in our modpack? I noticed it wasn't on the official list posted by klaz but I think we must have it and it must be integrated with Extra Biomes XL because I've been finding stuff in the server that the Bunyan mod adds. Was just curious. Was looking up info on the Legend Oak tree and found that its added by Bunyan.
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Post Post #13688 (isolation #492) » Wed May 29, 2013 10:22 am

Post by Rhinox »

Thats what I thought.

I was just trying to find out if there was anyway to grow a legend oak tree where I want it. Turns out from what I've read, its actually a world gen structure like a village, and not really a tree. So it doesn't have saplings, and it can't be grown or spawned.

:sadface:
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Post Post #13691 (isolation #493) » Wed May 29, 2013 10:32 am

Post by Rhinox »

In post 13690, T-Bone wrote:Also, our area Rhinox is named Scum Valley for your reference.
I think Southwest Spawnville District (SSD, for short) just rolls right off the tongue

(scum valley is awesome and much better I approve : p )
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Post Post #13692 (isolation #494) » Wed May 29, 2013 10:33 am

Post by Rhinox »

Anyways, do you care where the road(s) go Tbone?
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Post Post #13693 (isolation #495) » Wed May 29, 2013 10:39 am

Post by Rhinox »

Also, does anyone have a link to a guide for Tinkers? I wanna know how to do things with it.

Sorry for threadspamming...
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Post Post #13699 (isolation #496) » Wed May 29, 2013 12:27 pm

Post by Rhinox »

What books? *headscratch*

I guess I'll have to watch some youtubes...
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Post Post #13701 (isolation #497) » Wed May 29, 2013 1:28 pm

Post by Rhinox »

Image


umm I still have that book but are there more? How do I find them?
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Post Post #13711 (isolation #498) » Thu May 30, 2013 3:03 am

Post by Rhinox »

What does the open hearth furnace do? Are we going to miss it?

Does this thread help any: http://www.minecraftforum.net/topic/158 ... e__st__880 >> post 886

Also someone said on there a traincraft update is likely coming this week for bugfixes.
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Post Post #13715 (isolation #499) » Thu May 30, 2013 4:42 am

Post by Rhinox »

Thanks for everything all you guys do keep the server(s) running smoothly. Keep up the good work! :)
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Post Post #13716 (isolation #500) » Thu May 30, 2013 5:32 am

Post by Rhinox »

Image

I'm planning to take over the meadows biome across the sea to the west of Scum Valley for forestry related activities. I've gots some trees to breed and I need some space to do it. So just an FYI incase anyone sees it on the map and thinks it looks like a nice place, its mine :P I've already started tunneling there from my home on the west end of scum valley.

Also, there is a small island just off the western tip of Scum Valley which I have creatively named Sheep Island. There is a sheep that lives on the small, less than 10x10 island. It never leaves the island, it just sits there and eats the grass all day every day. Please do not kill the sheep or evict him off his island. Sheep Island is now official a Nature Preserve :P. It was going to become the future site of the Sheep Island Lighthouse, but the damn sheep refused to settle and relocate, and sued my ass instead! Don't worry though, I still have appeals...
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Post Post #13718 (isolation #501) » Thu May 30, 2013 6:36 am

Post by Rhinox »

In post 13717, Maruchan wrote:my zepplin
:jealousy:

And I can't even work on getting one for a week because FU traincraft :(
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Post Post #13725 (isolation #502) » Thu May 30, 2013 9:12 am

Post by Rhinox »

Are you guys accepting community input at this time? And when and where would be the appropriate place to submit our opinions?
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Post Post #13728 (isolation #503) » Thu May 30, 2013 9:59 am

Post by Rhinox »

Well then, if I were setting up this server in a way that I would consider to be 100% perfect, I'd choose a fresh start with a minecraft version that allowed for cool things like IRC connectivity and Dynmap. I'd intend for it to be a stable, long lasting world - future updates to new versions that don't reset worlds are OK, updates to be performed at a time that maintains full usability of all existing features. I'd wish for player commands such as warping and teleporting to never ever see the light of day. I think that would be my ideal vanilla server.

I'm not really for using an old backup of the existing server. I hope the backup can be found for anyone who wants to personally preserve the world, but IMO, that server hasn't been relevant since the original FTB server was formed. IMO, its only chance at being relevant again is to start fresh.

Cutting edge snapshot originally sounded like it could be a good time, but after thinking about it, it really just seems like it would be a kind of free for all playground for trying out the newest features. Which is a cool idea, but not really anything that someone can't do on their own in single player. Also, using snapshots means we risk world-eating bugs. Not having IRC or dynmap would be big losses as well, but really isn't a deal breaker. We somehow against all odds managed to have successful vanilla servers around here before such things existed.


Basically what maru said.
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Post Post #13743 (isolation #504) » Fri May 31, 2013 4:23 am

Post by Rhinox »

I think my other graphics card is crapping out :(

After about an hour of minecraft time last night, my screen started freezing up like a dusty NES cartridge. After the first hard boot, it kept doing it 3 or 4 more times everytime I tried to play minecraft. One of the times borked my modpack even, and I had to force update to be able to start up minecraft at all.

This particular graphics card is a hand me down, few years old card. The model is known to run hot even on good days, and around here its been 95F all week (I have AC keeping my house in the mid 70's however). Short term I can probably try blowing the expelled heat away from my PC with a desk fan to improve things a bit, but long term I'm probably going to have to add some case fans and/or upgrade my graphics card to a newer/cooler running card.

What this means is I might not be able to play minecraft for a while, unless I come home tonight and it's magically fixed itself after sitting powered down all day :/
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Post Post #13768 (isolation #505) » Sat Jun 01, 2013 6:35 am

Post by Rhinox »

Decided to go buy an EVGA nvidia 660 card from best buy today, so I am back in business this weekend :)
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Post Post #13769 (isolation #506) » Sat Jun 01, 2013 7:19 am

Post by Rhinox »

OK now I'm having minecraft problems, seems to be with NEI.

When I open NEI, no items are shown at all. When I try typing in something to search for, minecraft crashes.

Spoiler: Crash screen report
Minecraft has crashed!
----------------------

Minecraft has stopped running because it encountered a problem; Updating screen events

A full error report has been saved to C:\Users\Matt\Documents\FTB\MafiaCraft\minecraft\crash-reports\crash-2013-06-01_14.13.48-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(



--- BEGIN ERROR REPORT 135e6ac9 --------
Full report at:
C:\Users\Matt\Documents\FTB\MafiaCraft\minecraft\crash-reports\crash-2013-06-01_14.13.48-client.txt
Please show that file to Mojang, NOT just this screen!

Generated 6/1/13 2:13 PM

-- Head --
Stacktrace:
at codechicken.nei.NEIClientConfig.setSearchExpression(NEIClientConfig.java:546)
at codechicken.nei.SearchField.onTextChange(SearchField.java:40)
at codechicken.nei.TextField.setText(TextField.java:143)
at codechicken.nei.TextField.handleKeyPress(TextField.java:101)
at codechicken.nei.LayoutManager.keyTyped(LayoutManager.java:148)
at codechicken.nei.forge.GuiContainerManager.firstKeyTyped(GuiContainerManager.java:446)
at net.minecraft.client.gui.inventory.GuiContainer.func_73860_n(GuiContainer.java:959)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:115)

-- Affected screen --
Details:
Screen name: net.minecraft.client.gui.inventory.GuiInventory

-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Rhinox331'/676325, l='MpServer', x=-357.37, y=73.62, z=280.53]]
Chunk stats: MultiplayerChunkCache: 436
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-355,77,275), Chunk: (at 13,4,3 in -23,17; contains blocks -368,0,272 to -353,255,287), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 13008470 game time, 15997624 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 32 total; [EntitySpider['Spider'/677681, l='MpServer', x=-402.85, y=86.00, z=243.30], EntityItemFrame['entity.ItemFrame.name'/657528, l='MpServer', x=-355.50, y=73.50, z=274.06], EntityItemFrame['entity.ItemFrame.name'/657529, l='MpServer', x=-352.50, y=73.50, z=274.06], EntityItemFrame['entity.ItemFrame.name'/657530, l='MpServer', x=-352.50, y=79.50, z=279.06], EntityItemFrame['entity.ItemFrame.name'/657531, l='MpServer', x=-355.50, y=79.50, z=279.06], EntityClientPlayerMP['Rhinox331'/676325, l='MpServer', x=-357.37, y=73.62, z=280.53], EntityCreeper['Creeper'/677493, l='MpServer', x=-381.50, y=14.00, z=245.50], EntityCreeper['Creeper'/677425, l='MpServer', x=-366.50, y=15.00, z=260.50], EntityChicken['Chicken'/657217, l='MpServer', x=-348.81, y=72.00, z=284.47], EntityCreeper['Creeper'/677492, l='MpServer', x=-378.50, y=14.00, z=245.50], EntitySheep['Sheep'/657637, l='MpServer', x=-367.78, y=63.00, z=218.50], EntityCreeper['Creeper'/677495, l='MpServer', x=-377.50, y=14.00, z=242.50], EntityCreeper['Creeper'/677494, l='MpServer', x=-380.50, y=14.00, z=243.50], EntityCow['Cow'/657639, l='MpServer', x=-297.47, y=63.00, z=266.28], EntityCreeper['Creeper'/677325, l='MpServer', x=-368.50, y=17.00, z=259.50], EntityPig['Pig'/657632, l='MpServer', x=-355.97, y=76.00, z=226.88], EntityMinecartChest['entity.MinecartChest.name'/657633, l='MpServer', x=-412.50, y=39.34, z=256.50], EntityPig['Pig'/657634, l='MpServer', x=-406.19, y=63.00, z=265.91], EntityCow['Cow'/657635, l='MpServer', x=-377.72, y=63.00, z=224.19], EntitySheep['Sheep'/657645, l='MpServer', x=-400.69, y=63.00, z=220.13], EntityPig['Pig'/657646, l='MpServer', x=-296.36, y=16.00, z=226.07], EntitySquid['Squid'/677677, l='MpServer', x=-397.09, y=54.06, z=298.73], EntityMinecartChest['entity.MinecartChest.name'/657643, l='MpServer', x=-298.03, y=12.34, z=245.50], EntityBat['Bat'/676966, l='MpServer', x=-350.54, y=47.81, z=245.32], EntityBat['Bat'/676967, l='MpServer', x=-355.43, y=43.63, z=235.66], EntityPig['Pig'/657631, l='MpServer', x=-356.81, y=24.00, z=253.13], EntityZombie['Zombie'/676445, l='MpServer', x=-377.50, y=53.00, z=232.50], EntitySpider['Spider'/677640, l='MpServer', x=-331.50, y=29.00, z=225.50], EntityBat['Bat'/677346, l='MpServer', x=-366.05, y=61.83, z=224.64], EntitySpider['Spider'/676679, l='MpServer', x=-370.00, y=57.00, z=236.72], EntitySquid['Squid'/677350, l='MpServer', x=-381.22, y=60.28, z=303.44], EntitySquid['Squid'/677349, l='MpServer', x=-383.56, y=55.47, z=304.84]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2413)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)

-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 203810112 bytes (194 MB) / 425119744 bytes (405 MB) up to 3151495168 bytes (3005 MB)
JVM Flags: 7 total; -Xms256M -Xmx3072M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:+AggressiveOpts -XX:+CMSClassUnloadingEnabled -XX:MaxPermSize=128m
AABB Pool Size: 3863 (216328 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.43.682 Minecraft Forge 7.7.2.682 Feed The Beast Mod Pack 68 mods loaded, 68 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{5.1.43.682} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{7.7.2.682} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{0.8.6.3} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHCore{1.5.1.5} [CoFH Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{1.5.2.10} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PowerCrystalsCore{1.1.5} [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHNetwork{1.5.1.5} [CoFHNetwork] (CoFHCore-1.5.1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHWorld{1.5.1.5} [CoFHWorld] (CoFHCore-1.5.1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DamageIndicatorsMod{2.6.4} [Damage Indicators] ([1.5.1]DamageIndicators v2.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ReiMinimap{v3.3_04 [1.5.1]} [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Core{3.5.0} [BuildCraft] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Transport{3.5.0} [BC Transport] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Silicon{3.5.0} [BC Silicon] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Builders{3.5.0} [BC Builders] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Energy{3.5.0} [BC Energy] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Factory{3.5.0} [BC Factory] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded{1.5.1R2.5.4} [MineFactory Reloaded] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AppliedEnergistics{rv.10.m} [Applied Energistics] (appeng-rv10-m.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioCraft{1.2.3} [BiblioCraft] (BiblioCraft[v1.2.3].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ChickenChunks{1.3.2.5} [ChickenChunks] (ChickenChunks 1.3.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ComputerCraft{1.52} [ComputerCraft] (ComputerCraft1.52.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CCTurtle{1.52} [ComputerCraft Turtles] (ComputerCraft1.52.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EE3{pre1g (build 4)} [Equivalent Exchange 3] (ee3-universal-pre1g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EnderStorage{1.4.2.4} [EnderStorage] (EnderStorage 1.4.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL{3.13.0} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.5.1-3.13.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForestryPre{1.5.1R2.5.4} [MFR Compat: Forestry (2)] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forestry{2.2.0.2} [Forestry for Minecraft] (forestry-A-2.2.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BinnieCore{1.6-pre6} [Binnie Core] (extra-bees-1.6-pre6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtraBees{1.6-pre6} [Extra Bees] (extra-bees-1.6-pre6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization{0.7.37} [Factorization] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization.misc{0.7.37} [Factorization Miscellaneous Nonsense] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization.dimensionalSlice{0.7.37} [Factorization Dimensional Slices] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FlatSigns{1.1.0} [Flat Signs] (flatsigns-1.5.1-universal-1.1.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
iChunUtil{1.0.1} [iChunUtil] (iChunUtil1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GraviGun{1.5.0.2} [GraviGun] (GravityGun1.5.0v2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
inventorytweaks{1.54b} [Inventory Tweaks] (InventoryTweaks-1.54b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IronChest{5.2.4.391} [Iron Chest] (ironchest-universal-1.5.1-5.2.4.391.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatAtum{1.5.1R2.5.4} [MFR Compat: Atum] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatBiomesOPlenty{1.5.1R2.5.4} [MFR Compat: Biomes O' Plenty] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatChococraft{1.5.1R2.5.4} [MFR Compat: Chococraft] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatExtraBiomes{1.5.1R2.5.4} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForestry{1.5.1R2.5.4} [MFR Compat: Forestry] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatIC2{1.5.1R2.5.4} [MFR Compat: IC2] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatMagicalCrops{1.5.1R2.5.4} [MFR Compat: Magical Crops] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatNatura{1.5.1R2.5.4} [MFR Compat: Natura] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatPams{1.5.1R2.5.4} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatRP2{1.5.1R2.5.4} [MFR Compat: RP2] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatSoulShards{1.5.1R2.5.4} [MFR Compat: SoulShards] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatSufficientBiomes{1.5.1R2.5.4} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MFReloaded|CompatThaumcraft{1.5.1R2.5.4} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TConstruct{1.5.1_1.3.3.14} [Tinkers' Construct] (TConstruct_1.3.3.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatTConstruct{1.5.1R2.5.4} [MFR Compat: TConstruct] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TwilightForest{1.17.2} [The Twilight Forest] (twilightforest-1.17.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatTwilightForest{1.5.1R2.5.4} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatVanilla{1.5.1R2.5.4} [MFR Compat: Vanilla] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatXyCraft{1.5.1R2.5.4} [MFR Compat: XyCraft] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MiscPeripherals{3.2} [MiscPeripherals] (miscperipherals-3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mmmPowersuits{0.6.0-444} [MachineMuse's Modular Powersuits] (ModularPowersuits-0.6.0-444.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIPlugins{1.0.8.10} [NEI Plugins] (NEIPlugins-1.0.8.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion{2.4.1.0} [Thermal Expansion] (ThermalExpansion-2-1.4.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NetherOres{1.5.1R2.1.3} [Nether Ores] (NetherOres-2.1.3-60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ObsidiPlates{1.3.2} [Obsidian Pressure Plates] (obsidiplates-1.5.1-universal-1.3.2.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Railcraft{7.0.0.0} [Railcraft] (Railcraft_1.5.1-7.0.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
RopesPlus{1.3.9} [Ropes+] (RopePlus_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
secretroomsmod{4.6.0} [SecretRoomsMod] (SecretRoomsMod-universal-4.6.0.280.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TC{4.0.0_032} [Traincraft] (traincraft-4.0.0_032.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OmniTools{3.1.2.0} [OmniTools] (OmniTools-3.1.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1542 (86352 bytes; 0 MB) allocated, 19 (1064 bytes; 0 MB) used

java.lang.NullPointerException
at codechicken.nei.NEIClientConfig.setSearchExpression(NEIClientConfig.java:546)
at codechicken.nei.SearchField.onTextChange(SearchField.java:40)
at codechicken.nei.TextField.setText(TextField.java:143)
at codechicken.nei.TextField.handleKeyPress(TextField.java:101)
at codechicken.nei.LayoutManager.keyTyped(LayoutManager.java:148)
at codechicken.nei.forge.GuiContainerManager.firstKeyTyped(GuiContainerManager.java:446)
at net.minecraft.client.gui.inventory.GuiContainer.func_73860_n(GuiContainer.java:959)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:115)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1499)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 1793b87e ----------


Spoiler: Crash file
---- Minecraft Crash Report ----
// This doesn't make any sense!

Time: 6/1/13 2:13 PM
Description: Updating screen events

java.lang.NullPointerException
at codechicken.nei.NEIClientConfig.setSearchExpression(NEIClientConfig.java:546)
at codechicken.nei.SearchField.onTextChange(SearchField.java:40)
at codechicken.nei.TextField.setText(TextField.java:143)
at codechicken.nei.TextField.handleKeyPress(TextField.java:101)
at codechicken.nei.LayoutManager.keyTyped(LayoutManager.java:148)
at codechicken.nei.forge.GuiContainerManager.firstKeyTyped(GuiContainerManager.java:446)
at net.minecraft.client.gui.inventory.GuiContainer.func_73860_n(GuiContainer.java:959)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:115)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1499)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
at net.minecraft.client.Minecraft.run(Minecraft.java:759)
at java.lang.Thread.run(Unknown Source)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Stacktrace:
at codechicken.nei.NEIClientConfig.setSearchExpression(NEIClientConfig.java:546)
at codechicken.nei.SearchField.onTextChange(SearchField.java:40)
at codechicken.nei.TextField.setText(TextField.java:143)
at codechicken.nei.TextField.handleKeyPress(TextField.java:101)
at codechicken.nei.LayoutManager.keyTyped(LayoutManager.java:148)
at codechicken.nei.forge.GuiContainerManager.firstKeyTyped(GuiContainerManager.java:446)
at net.minecraft.client.gui.inventory.GuiContainer.func_73860_n(GuiContainer.java:959)
at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:115)

-- Affected screen --
Details:
Screen name: net.minecraft.client.gui.inventory.GuiInventory

-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['Rhinox331'/676325, l='MpServer', x=-357.37, y=73.62, z=280.53]]
Chunk stats: MultiplayerChunkCache: 436
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-355,77,275), Chunk: (at 13,4,3 in -23,17; contains blocks -368,0,272 to -353,255,287), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 13008470 game time, 15997624 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 32 total; [EntitySpider['Spider'/677681, l='MpServer', x=-402.85, y=86.00, z=243.30], EntityItemFrame['entity.ItemFrame.name'/657528, l='MpServer', x=-355.50, y=73.50, z=274.06], EntityItemFrame['entity.ItemFrame.name'/657529, l='MpServer', x=-352.50, y=73.50, z=274.06], EntityItemFrame['entity.ItemFrame.name'/657530, l='MpServer', x=-352.50, y=79.50, z=279.06], EntityItemFrame['entity.ItemFrame.name'/657531, l='MpServer', x=-355.50, y=79.50, z=279.06], EntityClientPlayerMP['Rhinox331'/676325, l='MpServer', x=-357.37, y=73.62, z=280.53], EntityCreeper['Creeper'/677493, l='MpServer', x=-381.50, y=14.00, z=245.50], EntityCreeper['Creeper'/677425, l='MpServer', x=-366.50, y=15.00, z=260.50], EntityChicken['Chicken'/657217, l='MpServer', x=-348.81, y=72.00, z=284.47], EntityCreeper['Creeper'/677492, l='MpServer', x=-378.50, y=14.00, z=245.50], EntitySheep['Sheep'/657637, l='MpServer', x=-367.78, y=63.00, z=218.50], EntityCreeper['Creeper'/677495, l='MpServer', x=-377.50, y=14.00, z=242.50], EntityCreeper['Creeper'/677494, l='MpServer', x=-380.50, y=14.00, z=243.50], EntityCow['Cow'/657639, l='MpServer', x=-297.47, y=63.00, z=266.28], EntityCreeper['Creeper'/677325, l='MpServer', x=-368.50, y=17.00, z=259.50], EntityPig['Pig'/657632, l='MpServer', x=-355.97, y=76.00, z=226.88], EntityMinecartChest['entity.MinecartChest.name'/657633, l='MpServer', x=-412.50, y=39.34, z=256.50], EntityPig['Pig'/657634, l='MpServer', x=-406.19, y=63.00, z=265.91], EntityCow['Cow'/657635, l='MpServer', x=-377.72, y=63.00, z=224.19], EntitySheep['Sheep'/657645, l='MpServer', x=-400.69, y=63.00, z=220.13], EntityPig['Pig'/657646, l='MpServer', x=-296.36, y=16.00, z=226.07], EntitySquid['Squid'/677677, l='MpServer', x=-397.09, y=54.06, z=298.73], EntityMinecartChest['entity.MinecartChest.name'/657643, l='MpServer', x=-298.03, y=12.34, z=245.50], EntityBat['Bat'/676966, l='MpServer', x=-350.54, y=47.81, z=245.32], EntityBat['Bat'/676967, l='MpServer', x=-355.43, y=43.63, z=235.66], EntityPig['Pig'/657631, l='MpServer', x=-356.81, y=24.00, z=253.13], EntityZombie['Zombie'/676445, l='MpServer', x=-377.50, y=53.00, z=232.50], EntitySpider['Spider'/677640, l='MpServer', x=-331.50, y=29.00, z=225.50], EntityBat['Bat'/677346, l='MpServer', x=-366.05, y=61.83, z=224.64], EntitySpider['Spider'/676679, l='MpServer', x=-370.00, y=57.00, z=236.72], EntitySquid['Squid'/677350, l='MpServer', x=-381.22, y=60.28, z=303.44], EntitySquid['Squid'/677349, l='MpServer', x=-383.56, y=55.47, z=304.84]]
Retry entities: 0 total; []
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:441)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2413)
at net.minecraft.client.Minecraft.run(Minecraft.java:775)
at java.lang.Thread.run(Unknown Source)

-- System Details --
Details:
Minecraft Version: 1.5.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 203810112 bytes (194 MB) / 425119744 bytes (405 MB) up to 3151495168 bytes (3005 MB)
JVM Flags: 7 total; -Xms256M -Xmx3072M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:+AggressiveOpts -XX:+CMSClassUnloadingEnabled -XX:MaxPermSize=128m
AABB Pool Size: 3863 (216328 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.44 FML v5.1.43.682 Minecraft Forge 7.7.2.682 Feed The Beast Mod Pack 68 mods loaded, 68 mods active
mcp{7.44} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{5.1.43.682} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{7.7.2.682} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{0.8.6.3} [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHCore{1.5.1.5} [CoFH Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{1.5.2.10} [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PowerCrystalsCore{1.1.5} [PowerCrystals Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHNetwork{1.5.1.5} [CoFHNetwork] (CoFHCore-1.5.1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CoFHWorld{1.5.1.5} [CoFHWorld] (CoFHCore-1.5.1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DamageIndicatorsMod{2.6.4} [Damage Indicators] ([1.5.1]DamageIndicators v2.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ReiMinimap{v3.3_04 [1.5.1]} [mod_ReiMinimap] ([1.5.1]ReiMinimap_v3.3_04.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Core{3.5.0} [BuildCraft] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Transport{3.5.0} [BC Transport] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Silicon{3.5.0} [BC Silicon] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Builders{3.5.0} [BC Builders] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Energy{3.5.0} [BC Energy] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BuildCraft|Factory{3.5.0} [BC Factory] (buildcraft-A-3.5.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded{1.5.1R2.5.4} [MineFactory Reloaded] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AppliedEnergistics{rv.10.m} [Applied Energistics] (appeng-rv10-m.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BiblioCraft{1.2.3} [BiblioCraft] (BiblioCraft[v1.2.3].zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ChickenChunks{1.3.2.5} [ChickenChunks] (ChickenChunks 1.3.2.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ComputerCraft{1.52} [ComputerCraft] (ComputerCraft1.52.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CCTurtle{1.52} [ComputerCraft Turtles] (ComputerCraft1.52.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EE3{pre1g (build 4)} [Equivalent Exchange 3] (ee3-universal-pre1g.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
EnderStorage{1.4.2.4} [EnderStorage] (EnderStorage 1.4.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL{3.13.0} [ExtrabiomesXL] (ExtrabiomesXL-universal-1.5.1-3.13.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForestryPre{1.5.1R2.5.4} [MFR Compat: Forestry (2)] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forestry{2.2.0.2} [Forestry for Minecraft] (forestry-A-2.2.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BinnieCore{1.6-pre6} [Binnie Core] (extra-bees-1.6-pre6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtraBees{1.6-pre6} [Extra Bees] (extra-bees-1.6-pre6.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization{0.7.37} [Factorization] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization.misc{0.7.37} [Factorization Miscellaneous Nonsense] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
factorization.dimensionalSlice{0.7.37} [Factorization Dimensional Slices] (Factorization-0.7.37.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FlatSigns{1.1.0} [Flat Signs] (flatsigns-1.5.1-universal-1.1.0.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
iChunUtil{1.0.1} [iChunUtil] (iChunUtil1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
GraviGun{1.5.0.2} [GraviGun] (GravityGun1.5.0v2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
inventorytweaks{1.54b} [Inventory Tweaks] (InventoryTweaks-1.54b.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IronChest{5.2.4.391} [Iron Chest] (ironchest-universal-1.5.1-5.2.4.391.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatAtum{1.5.1R2.5.4} [MFR Compat: Atum] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatBiomesOPlenty{1.5.1R2.5.4} [MFR Compat: Biomes O' Plenty] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatChococraft{1.5.1R2.5.4} [MFR Compat: Chococraft] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatExtraBiomes{1.5.1R2.5.4} [MFR Compat: ExtraBiomes] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatForestry{1.5.1R2.5.4} [MFR Compat: Forestry] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatIC2{1.5.1R2.5.4} [MFR Compat: IC2] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatMagicalCrops{1.5.1R2.5.4} [MFR Compat: Magical Crops] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatNatura{1.5.1R2.5.4} [MFR Compat: Natura] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatPams{1.5.1R2.5.4} [MFR Compat: Pam's Mods] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatRP2{1.5.1R2.5.4} [MFR Compat: RP2] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatSoulShards{1.5.1R2.5.4} [MFR Compat: SoulShards] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatSufficientBiomes{1.5.1R2.5.4} [MFR Compat: Sufficient Biomes] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MFReloaded|CompatThaumcraft{1.5.1R2.5.4} [MFR Compat: Thaumcraft] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TConstruct{1.5.1_1.3.3.14} [Tinkers' Construct] (TConstruct_1.3.3.15.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatTConstruct{1.5.1R2.5.4} [MFR Compat: TConstruct] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TwilightForest{1.17.2} [The Twilight Forest] (twilightforest-1.17.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatTwilightForest{1.5.1R2.5.4} [MFR Compat: TwilightForest] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatVanilla{1.5.1R2.5.4} [MFR Compat: Vanilla] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MineFactoryReloaded|CompatXyCraft{1.5.1R2.5.4} [MFR Compat: XyCraft] (MineFactoryReloaded-2.5.4-665.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MiscPeripherals{3.2} [MiscPeripherals] (miscperipherals-3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mmmPowersuits{0.6.0-444} [MachineMuse's Modular Powersuits] (ModularPowersuits-0.6.0-444.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NEIPlugins{1.0.8.10} [NEI Plugins] (NEIPlugins-1.0.8.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion{2.4.1.0} [Thermal Expansion] (ThermalExpansion-2-1.4.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NetherOres{1.5.1R2.1.3} [Nether Ores] (NetherOres-2.1.3-60.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ObsidiPlates{1.3.2} [Obsidian Pressure Plates] (obsidiplates-1.5.1-universal-1.3.2.11.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Railcraft{7.0.0.0} [Railcraft] (Railcraft_1.5.1-7.0.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
RopesPlus{1.3.9} [Ropes+] (RopePlus_1.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
secretroomsmod{4.6.0} [SecretRoomsMod] (SecretRoomsMod-universal-4.6.0.280.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
TC{4.0.0_032} [Traincraft] (traincraft-4.0.0_032.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OmniTools{3.1.2.0} [OmniTools] (OmniTools-3.1.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LWJGL: 2.4.2
OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1542 (86352 bytes; 0 MB) allocated, 19 (1064 bytes; 0 MB) used


I've already tried force updating the modpack, and yes I have deleted the traincraft config file.
Halp?

edit:
one more
Spoiler: FTB console error report
2013-06-01 14:13:08 [INFO] [STDERR] Exception in thread "NEI Item Searching Thread" java.lang.NullPointerException
2013-06-01 14:13:08 [INFO] [STDERR] at codechicken.nei.NEIClientConfig.getSearchExpression(NEIClientConfig.java:541)
2013-06-01 14:13:08 [INFO] [STDERR] at codechicken.nei.ItemList.getSearchMatcher(ItemList.java:47)
2013-06-01 14:13:08 [INFO] [STDERR] at codechicken.nei.ItemList$ThreadMatchSearch.run(ItemList.java:93)
2013-06-01 14:13:38 [INFO] [STDERR] net.minecraft.util.ReportedException: Updating screen events
2013-06-01 14:13:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1506)
2013-06-01 14:13:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:834)
2013-06-01 14:13:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:759)
2013-06-01 14:13:38 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-06-01 14:13:38 [INFO] [STDERR] Caused by: java.lang.NullPointerException
2013-06-01 14:13:38 [INFO] [STDERR] at codechicken.nei.NEIClientConfig.setSearchExpression(NEIClientConfig.java:546)
2013-06-01 14:13:38 [INFO] [STDERR] at codechicken.nei.SearchField.onTextChange(SearchField.java:40)
2013-06-01 14:13:38 [INFO] [STDERR] at codechicken.nei.TextField.setText(TextField.java:143)
2013-06-01 14:13:38 [INFO] [STDERR] at codechicken.nei.TextField.handleKeyPress(TextField.java:101)
2013-06-01 14:13:38 [INFO] [STDERR] at codechicken.nei.LayoutManager.keyTyped(LayoutManager.java:148)
2013-06-01 14:13:38 [INFO] [STDERR] at codechicken.nei.forge.GuiContainerManager.firstKeyTyped(GuiContainerManager.java:446)
2013-06-01 14:13:38 [INFO] [STDERR] at net.minecraft.client.gui.inventory.GuiContainer.func_73860_n(GuiContainer.java:959)
2013-06-01 14:13:38 [INFO] [STDERR] at net.minecraft.client.gui.GuiScreen.func_73862_m(SourceFile:115)
2013-06-01 14:13:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1499)
2013-06-01 14:13:38 [INFO] [STDERR] ... 3 more
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Post Post #13783 (isolation #507) » Sun Jun 02, 2013 9:07 am

Post by Rhinox »

Now my internet is down.... sigh
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Post Post #13784 (isolation #508) » Sun Jun 02, 2013 9:08 am

Post by Rhinox »

In post 13782, Klazam wrote:
In post 13772, Maestro wrote:
do not download v1.0.4, you have been warned
why
Bad config files if I understood correctly
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Post Post #13800 (isolation #509) » Sun Jun 02, 2013 5:58 pm

Post by Rhinox »

new vanilla server is awesome :)
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Post Post #13805 (isolation #510) » Mon Jun 03, 2013 2:59 am

Post by Rhinox »

In post 13803, izakthegoomba wrote:DEFECTORS
I forgot how much nicer it is to play with >300FPS :D

and Klaz
and Tierce

Clearly vanilla is better :]
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Post Post #13808 (isolation #511) » Mon Jun 03, 2013 3:46 am

Post by Rhinox »

In post 13806, Klazam wrote:tierce and I built a road. feel free to connect your homes to the road. the road is from my home, to the river near rhino, then veers off, going around the end of river near m and Dav's keep, then to tierce's home.

I was thinking that maybe rhino could build a bridge across the river to connect to the road.
I snuck on the server for about a half hour this morning before heading off to work :P. I saw your road I really like the path you guys took <3. I'll find a way to connect to it. I like bridges so that sounds like a great idea. I'll have to see how my little riverside compound develops before finding the best spot. I just want to maintain boat access on the river from my house to the sea.
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Post Post #13812 (isolation #512) » Mon Jun 03, 2013 4:46 am

Post by Rhinox »

In post 13810, Tierce wrote:There's something wrong with my enclosure, and I can't figure out what.
I know in the past there was a bug where if too many animals were inside a fenced in structure they would start to stack on top of each other and sometimes escape - we had animal
pits
instead of pens on the last server for that very reason - but I thought that bug was supposed to be fixed by now..
Claus wrote:So I have begun settling in the awesome cove under the mountain near spawn (just under dav and M's castle). My first mining shaft netted me 6 diamonds and 2 emeralds before I even began doing any digging
Yay glad to see you back on a server again :) welcome back! You aren't very far from me and tierce if you're underneath M and dav. Nice find on the diamonds and emeralds. I dug a mine and the first ore I found was an emerald. I've found 2 so far and some iron and gold, but no diamond yet.


Oh M and dav have horses already :evil: . I'm jealous.... I really wanted to call in a sick day and just play minecraft all day today :P. Its hard relearning how to play vanilla after playing FTB for so long.
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Post Post #13814 (isolation #513) » Mon Jun 03, 2013 4:54 am

Post by Rhinox »

In post 13813, Klazam wrote:I have a horse, also.
/left out :(

OK, so my mission tonight will be to find a horse. Do they spawn close by our settlement?
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Post Post #13818 (isolation #514) » Mon Jun 03, 2013 5:01 am

Post by Rhinox »

wow.... gonna be quite the quest then
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Post Post #13822 (isolation #515) » Mon Jun 03, 2013 5:09 am

Post by Rhinox »

well wiki says horses go up to 15 hearts, and also you can breed your horses and the foals can have better stats :P

What is the sugar for?
oh for easier taming. Maybe I'd rather fall off the horse a few times :P
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Post Post #13824 (isolation #516) » Mon Jun 03, 2013 6:00 am

Post by Rhinox »

Ah crap I forgot I haven't found a saddle yet :(
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Post Post #13827 (isolation #517) » Mon Jun 03, 2013 7:57 am

Post by Rhinox »

In post 13825, fuzzybutternut wrote:we have a spare, if you'd like it, Rhinox :)
In post 13826, Klazam wrote:take one from my home.
Thanks guys :)

Anything I can get for any of you in return so I'm not just mooching?
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Post Post #13828 (isolation #518) » Mon Jun 03, 2013 8:11 am

Post by Rhinox »

ooooh hey hey hey. We should build a horse racing track :D

I have the perfect idea for a track! :)
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Post Post #13832 (isolation #519) » Mon Jun 03, 2013 11:00 am

Post by Rhinox »

omg Tierce... all your cows and sheep are out of your pen :(

edit: I put most of them back in for you, but a lot of the chickens wouldn't cooperate
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Post Post #13842 (isolation #520) » Mon Jun 03, 2013 5:52 pm

Post by Rhinox »

I got a horse :)

I left 3 tame ones behind tho... I brought the one with the highest health home (13 hearts). Of the ones I left behind, 1 was faster I think, 1 jumped a bit higher, and 1 was one step away from dog food :P
In post 13823, Klazam wrote:trying to ride it without feeding it apparently doesn't work for some reason
Just wanted to say, you don't have to feed them. Each time you try to mount one, you raise your chance of taming it by 5%. In the herd of 4 horses, I fed the first one all the sugar to tame it, but I tamed the other 3 just by repeatedly trying to mount them. They throw you off a few times before becoming tame.
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Post Post #13846 (isolation #521) » Tue Jun 04, 2013 2:39 am

Post by Rhinox »

In post 13843, Tierce wrote:You need to try and mount them with your hand empty, otherwise they just rear up without you ever mounting. That's why you fed it all your sugar--because it was either that or rearing up.
Well yeah I *meant* to feed it all the sugar. Each sugar is supposed to raise the chance of taming by 3% - I fed it 30-some sugar so I was able to tame it first try. Since he was a kinda lame horse, thats when I decided to try to tame the others without feeding, even tho klaz said it didn't work.
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Post Post #13847 (isolation #522) » Tue Jun 04, 2013 2:45 am

Post by Rhinox »

In post 13844, EspeciallyTheLies wrote:*sigh* this community is quite... a rollercoaster. <3
Did you just say you want me to build you a rollercoaster? :cool:

Because I've been wanting to do that for months, but the servers haven't been stable long enough for me to try. I could probably build a better one on FTB with connecting trains and all, but rails are much easier to get on vanilla.
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Post Post #13849 (isolation #523) » Tue Jun 04, 2013 5:58 am

Post by Rhinox »

The maze and the roller coaster were to be the 2 biggest attractions at Rhinoland. Maybe I will revisit the idea, but I still have to decide whether to build it in FTB or the new vanilla server
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Post Post #13851 (isolation #524) » Tue Jun 04, 2013 10:02 am

Post by Rhinox »

So, I've discovered a mod to possibly look into. I think its only in beta for 1.5.x versions now and is still being worked on, but it is IMO worth keeping an eye on.

What it is:

The mod is called Cubic Chunks. What it does: right now a chunk is 16x16x256 in size, and when you say "1 chunk" is loaded, that entire volume is loaded, from bedrock to top of the sky. Cubic chunks uses stackable 16x16x16 cubes as chunks - so, 1 chunk in its current form would turn into 16 chunks in a Cubic Chunks world.

So... whats the point?

Well what this would mean to us are a few very interesting things.

1) First and foremost is lag reduction. In the current system, a chunk goes from bedrock to sky, and the entire chunk is loaded cylindrically centered around the player. With cubic chunks, a spherical volume of cube chunks are loaded centered around the player. If you are standing on the surface, some chunks way underground or way up in the sky would not be loaded. The numbers I've seen quoted on the links I will provide: On tiny render distance, the number of loaded blocks is
reduced by 66%
. On far render distance, there is minimal change in the number of loaded blocks, but still a
reduction by 3%
. Less blocks to load means better performace - higher FPS and less lag.

2) Because chunks would be no longer loaded from bedrock to sky, the height of the world can be increased indefinitely without causing performance issues. The official mod post says the
world height is increased to 65504 blocks!
The info says something about digging all the way down to a lava "core" of the world, or building way up in the atmosphere in endless sky. This is possibly because the extremely high or low chunks aren't loaded until you start to near them.

There are a number of other interesting minor aspects as well but I won't list them all here, you can read about them in the links.

Now for the bad new - mod info page says: "This mod should be compatible with most mods, so long as they don't modify terrain generation or chunks." - so this may not work with EBXL for example. However, don't immediately dismiss this mod for that reason, as the benefits may outweigh the negative. I'm also not saying we should add this now, but definitely we should be keeping an eye on it to see if its really all it claims to be cracked up to be.

Actual existing mod information: http://www.minecraftforum.net/topic/310 ... ubicChunks

Other information not directly related to the mod, but discuss the concept of cubic cunks in general:
http://www.minecraftforum.net/topic/170 ... nner-host/
http://www.moddb.com/games/minecraft/news/cubic-chunks - nice screenshots in this link

http://www.minecraftforum.net/topic/437 ... er-worlds/ - More infor, including info on cubic chunks built in terrain generator to make use of that extra verticle space
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Post Post #13860 (isolation #525) » Tue Jun 04, 2013 1:06 pm

Post by Rhinox »

In post 13853, Klazam wrote:that would seriously mess up chunk loaders.
In post 13856, izakthegoomba wrote:Yeah, no, we're not using Cubic Chunks. Pretty nice mod, but not really for modpacks.
Well like I said, I posted about it more to just get an eye out there to keep an eye on it, as its still in development. Its not even being developed for the version of minecraft we're currently using anyways.

But... why so dismissive? Seems like chunkloaders that work friendly with cubic chunks would be trivial for any competent modder to develop. And what is the basis for "not really for modpacks"? I mean whatever, I was just presenting information I found for what seemed like a good mod that could potentially be an improvement on the server some day. If theres a good reason it wouldn't work and I should just forget I ever saw it then it'd be good to have an explanation more than "yeah, no". Just kinda frustrating hearing such a dismissive response, given that you guys specifically asked for mod suggestions.
In post 13513, Klazam wrote:I'd like to add an unrelated note:

If you see anything interesting that you think the modpack should include, AND if it doesnt involve any worldgen of any kind, please PM me with the link. We'll consider it for an future update.
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Post Post #13862 (isolation #526) » Tue Jun 04, 2013 2:19 pm

Post by Rhinox »

In post 13861, Claus wrote:To be quite honest, Cubic chunks are not as symple as they look.
I can imagine they add a lot of complexity to the raytracing of light levels. If the sky chunks are unloaded, how do you keep track of which bottom chunks are affected by light or not? How do you recalculate that efficiently if you modify the top chunks and the bottom chunks but leave the middle ones unloaded? Lots of oportunities for slow/buggy code there.


Hmmm, I read a bit their post. I'm somewhat skeptical, but would be willing to give it a test drive.
yeah idk I didn't write the mod obv. If you try it out let me know what you think. I might try it out myself if I can figure out how to install it.
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Post Post #13876 (isolation #527) » Thu Jun 06, 2013 2:27 am

Post by Rhinox »

good idea! sounds like a fun project. I'll check our your progress when I'm able to get on, in another 9-10 hours from now :(
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Post Post #13883 (isolation #528) » Thu Jun 06, 2013 2:20 pm

Post by Rhinox »

Tierce I really love your stable. And that barn! sheesh I was actually just thinking today I should build one, but now I see it would quite literally be overshadowed!
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Post Post #13887 (isolation #529) » Thu Jun 06, 2013 6:53 pm

Post by Rhinox »

couple screenies I've been meaning to share...

On FTB:

Sheep Island :)
Image

Legend Oak :)
Image

On vanilla:

THEY LIVE IN THE WALLS??!!??!! D:
Image
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Post Post #13888 (isolation #530) » Thu Jun 06, 2013 6:55 pm

Post by Rhinox »

In post 13884, Claus wrote:Heh, Rhinox (and everyone), I started work on a "welcome tower" - it is even connected to the road and everything! It is a community project, so if anyone wants to try their hand at improving the tower, feel free!
I saw where you started but I didn't add on anything tonight. I
might (wft?)
made* quite a few improvements to my riverside farm tonight tho.
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Post Post #13890 (isolation #531) » Fri Jun 07, 2013 2:38 am

Post by Rhinox »

In post 13889, Maestro wrote:I think you a word there, Rhino <3
Actually I just accidentally switched a waiter there somehow, probably do to being tired :P
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Post Post #13899 (isolation #532) » Fri Jun 07, 2013 10:03 am

Post by Rhinox »

:facepalm:
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Post Post #13904 (isolation #533) » Fri Jun 07, 2013 11:45 am

Post by Rhinox »

In post 13796, Maestro wrote:
The new Vanilla Server is up on the following IP address:
46.105.234.0:25567


At this time the server is running Minecraft Weekly Snapshot #13w22b

Click the link to find the Mojang.com post which will provide a
download link for the new Development Snapshot Launcher

I'll post in-thread reminding you all to update your Development Clients to new Snapshots as they become available, since the server will always be run off the most recent snapshot. If any world-breaking circumstances occur between snapshots, or if we decide to keep this up all the way to 1.6 and the world breaks then,
EVERYTHING
that players have accumulated on this server will be provided so as to ensure a consistent experience.

P.S. OP updates are being discussed, all this information and more will be put in the OP tonight or tomorrow at some point...
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Post Post #13932 (isolation #534) » Sat Jun 08, 2013 7:30 pm

Post by Rhinox »

do you need to delete traincraft config file?
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Post Post #13949 (isolation #535) » Mon Jun 10, 2013 3:47 am

Post by Rhinox »

Nice job with the thread OP! I'll grab some artsy fartsy sceenies of some of my farm structures next time I'm on for the OP gallery.
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Post Post #13951 (isolation #536) » Mon Jun 10, 2013 4:45 pm

Post by Rhinox »

Vanilla server pics I promised:

Spoiler: Here comes the wave <3 :)
Image
Image
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Image


Spoiler: View from windmill: Auto Wheat Farm, M's Beacon, and Tierce's Barn, tower, and WIP awesome house
Image


Spoiler: farm overview as seen from the windmill
Image


Spoiler: farm overview 2
Image


Spoiler: view from roof of my house: windmill, M's keep, and Tierce stuff again
Image


Spoiler: Stable, pig pen, and windmill
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Post Post #13964 (isolation #537) » Tue Jun 11, 2013 4:32 am

Post by Rhinox »

Voxelmap was the minimap on the laptop server, right? if so, YES! it is awesome and better than REI's


I have no opinion on the creeper proposal, other than NO to delete the creeper.


I'm sad when I post pics and no one comments :(
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Post Post #13967 (isolation #538) » Tue Jun 11, 2013 5:57 am

Post by Rhinox »

In post 13965, JacobSavage wrote:Its beautiful Rhinox... I need to get on the Vanilla Server.
you should. Everyone should spend some time on the vanilla server!
EspeciallyTheLies wrote:lol... I'm surprised you even looked at that. :mrgreen: It was a joke! Although... I'd probably put this in my own SSP... cuz you know... wimp.
why wouldn't you just play on peaceful? :P
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Post Post #13978 (isolation #539) » Tue Jun 11, 2013 6:54 am

Post by Rhinox »

I don't really think this mod nerfs creepers nearly as much as has been suggested. By that I mean pro's and con's are being heavily exaggerated into hyperbole. I see it as kinda a pointless mod TBH, offering no real benefit or downside. For that I guess I am against adding pointless things that only serve to bloat the modpack.
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Post Post #13987 (isolation #540) » Tue Jun 11, 2013 7:12 am

Post by Rhinox »

In post 13984, Maestro wrote:(Tinker's got added this way, and I don't know a single person on server WITHOUT a Tinker's tool or weapon except MAYBE Clammy or Rhino. I'm sure they have plans for getting one or more in the near future...)
Hey I take objection to that! I've been busting iron chisels left and right making brownstone road. :igmeou:
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Post Post #13993 (isolation #541) » Tue Jun 11, 2013 7:17 am

Post by Rhinox »

In post 13983, Klazam wrote:
In post 13980, Maestro wrote:
In post 13973, Maestro wrote:Nay: Klaz, izak, M, Rhino

Yay: Maru, Oso, JSav

No Opinion/Unclear: ETL, Blake
Just curious, who first discovered and proposed this mod? Just seems strange that the mod team would bring to the table for discussion and vote that all 3 of you whole heartidly oppose.
Maestro wrote:I said maybe! I'm not in the habit of /invseeing every person who logs into the server. <3
Lol i didn't even know /invsee was a thing.

I would probably use tinkers more except I don't want to waste resources making sub-optimal tools and I haven't found a good guide yet
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Post Post #14002 (isolation #542) » Tue Jun 11, 2013 7:27 am

Post by Rhinox »

In post 13997, Maestro wrote:Nay: Klaz, izak, M
TBH this is all that matters and is why this should have never been brought up for vote. At the very least, with this being the stance, Maru should have been the one in here starting the discussion on the mod and trying to sell us on its merits before voting should have even been considered. IMO anyways.
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Post Post #14078 (isolation #543) » Wed Jun 12, 2013 5:36 am

Post by Rhinox »

YES brand new vanilla server come back and play :)

Also we have a ~1 month old FTB modded server.

Both are currently relatively active. All instructions for connecting to both/either should be in the thread OP
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Post Post #14086 (isolation #544) » Wed Jun 12, 2013 9:19 am

Post by Rhinox »

Planning to start treebreeding tonight on FTB :D

I scoured the interwebs and found the cheat sheet for the breeding combinations to get the new trees. I have apiaries and vanilla saplings. Thats enough to get started. Forestry Castle is totally going to be a thing!
(just not anytime soon... breeding trees still takes for freaking ever...)


P.S. Bronze ingot/grafter donations gladly accepted.
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Post Post #14088 (isolation #545) » Wed Jun 12, 2013 9:56 am

Post by Rhinox »

In post 14087, Maestro wrote:Protip: the new Forestry has PROVEN GRAFTERS!
TELL ME MORE I can not find anything about these things
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Post Post #14102 (isolation #546) » Thu Jun 13, 2013 5:50 am

Post by Rhinox »

In post 14089, Maestro wrote:I actually don't know any more than that I assume they're Better
TM
than regular grafters...? :shifty:
FYI: Proven grafters come from beekeeper villagers, just like proven frames, and they cost 2 emeralds each. Don't know how much longer they last then regular grafters but that is how to get them.

So to revise my previous posting:

P.S. Bronze ingot/grafter donations gladly accepted. Emerald/Proven Grafter donations also gladly accepted. Bones/Bonemeal donations gladly accepted (didn't realize we had bonemeal nerf in this modpack, and I'm not sure if forestry saplings are affected, but either way lots of bones makes treebreeding faster/easier). Anyone who thinks they might some day ask me for forestry wood or saplings are strongly encouraged to donate ;). Its a bit more difficult to do tree breeding in this modpack vs. dw20, so I'm probably not going to be giving out freebies to just anyone this time.
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Post Post #14105 (isolation #547) » Fri Jun 14, 2013 2:45 am

Post by Rhinox »

In post 14103, Klazam wrote:I cant get on 23b for vanilla

the launcher is forcing me to use 24a....
I noticed that for some reason the launcher isn't populating the drop down box with all the available versions anymore. Thankfully, mine is stuck on 23b - or at least it was the last time I got on the server.
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Post Post #14110 (isolation #548) » Fri Jun 14, 2013 6:30 am

Post by Rhinox »

^^ thats a weird bug.

Does sometime soon mean in the next few hours? or...? Because I'm at work and won't be able to log into the server until later this evening. I have 4 apiaries but pretty sure they're currently in my player inventory.
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Post Post #14112 (isolation #549) » Fri Jun 14, 2013 6:38 am

Post by Rhinox »

kk I'll place my apiaries tonight and it'll be all good then
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Post Post #14121 (isolation #550) » Fri Jun 14, 2013 5:45 pm

Post by Rhinox »

Apiaries are plopped so I'm all set for the update
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Post Post #14130 (isolation #551) » Sat Jun 15, 2013 1:25 pm

Post by Rhinox »

Thanks for that etl! Nice find
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Post Post #14141 (isolation #552) » Sun Jun 16, 2013 11:40 am

Post by Rhinox »

guys, idk who did it, but... use your own smelteries. Please don't use mine. If I wanted tin blocks, I'd have made them myself :igmeou:
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Post Post #14152 (isolation #553) » Mon Jun 17, 2013 2:47 am

Post by Rhinox »

I should've known that as soon as I got serious about tree breeding again the server would implode :P
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Post Post #14164 (isolation #554) » Mon Jun 17, 2013 6:49 am

Post by Rhinox »

In post 14160, Klazam wrote:Server back up.

IMPORTANT post coming later today.

keep your eyes open
SUSPENSE
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Post Post #14171 (isolation #555) » Mon Jun 17, 2013 10:43 am

Post by Rhinox »

sigh... what happened sounds like it was unfortunate but does it really warrent another "future of the server" level
argument
discussion? Didn't we already basically discuss all this? Mafiacraft has been up for like a month and now we have to rediscuss everything again?

I hate that this is a mafia site sometimes. Too much discussion, not enough doing.


Is it going to be worth even playing on the server when I get home tonight or are we in limbo again? Klaz, DW20 wasn't stagnant because people got bored with it. It was dead because of crashes and because there was like a month of limbo where the fate of the server was being discussed and it was implied that the end result would likely be a reset. Maybe some people got bored but not everyone had unlimited UUM set ups.


Seriously, I wanna breed trees. Its probably going to take 2 months. If I can't assume the server is going to last at least that long, then why should I even bother playing? Not saying something wouldn't happen that could bork everything, but the intention should be for the world to be up indefinitely. If we're already at the point where we're needing to have these types of discussions again, well it doesn't really inspire a lot of confidence that the current world will be around long enough to even get to a small fraction of the things I want to do on the server. Why should I build the large maze I've been planning for months, or a roller coaster, or any of the other parts of rhinoland I have planned? Why should I spend months breeding trees and bees? why should I waste time building anything other than basic shelter. Why should I build anything cool at all when its more likely than not to disappear before its even finished? This is kinda frustrating. I thought we were past all this. Why can't we have nice things? I wanna go back to when people played to build cool things, not to get to the end of the tech tree the fastest and then get bored. When it was simply assumed that worlds would last more or less forever and that is what everyone mostly wanted without question. Really, this is depressing.
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Post Post #14181 (isolation #556) » Mon Jun 17, 2013 1:37 pm

Post by Rhinox »

In post 14174, Klazam wrote:basically- do we want to keep adding mods and risk borking stuff, or do we stick to what we have now?
I mean, use common sense? You're not just gonna be adding things all willy nilly right? I would assume one of you would at least add the mod to your own pack and play around with it for a few minutes to make sure nothing is obviously broken. Maybe even read a few message boards or visit IRC channels to hear what others are saying. If thats not happening because :effort: then
why are you admining a server?
don't add things that aren't tested. simple.
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Post Post #14186 (isolation #557) » Mon Jun 17, 2013 4:17 pm

Post by Rhinox »

In post 14183, Maestro wrote:
In post 14181, Rhinox wrote:
In post 14174, Klazam wrote:basically- do we want to keep adding mods and risk borking stuff, or do we stick to what we have now?
I mean, use common sense? You're not just gonna be adding things all willy nilly right? I would assume one of you would at least add the mod to your own pack and play around with it for a few minutes to make sure nothing is obviously broken. Maybe even read a few message boards or visit IRC channels to hear what others are saying. If thats not happening because :effort: then
why are you admining a server?
don't add things that aren't tested. simple.
This actually makes me VERY angry, especially if you're implying (like it REALLY LOOKS LIKE YOU ARE) that ANY error in Mod interaction is IN ANY WAY the fault of the Admins. You guys realize that we've been trying to keep the special server jarfile, the Bukkit plugins, and not to even mention the fucking Mods updated to their most stable versions, all while keeping up with all the Doggy Treats shit and the Aether II spam, ALL WHILE jumping through hoops for the FTB guys?

Yes, we test shit. Our testing is exactly why Ars Magica didn't make it into the pack. But we can't, won't, and don't have time test every little interaction between ever little Mod's individual blocks. That's impossible. And dav's just now said the error is not replicable, so WTF would we (or even the Mod author) be able to do?
Thats not what I'm saying/said at all M. All I was trying to say was that I have confidence in you guys to add things you're reasonably comfortable with adding, and don't add things you're not comfortable with. Sorry for wording that poorly. I know you guys test things I was just trying to be clever and make jokes and ended up sticking my foot in my mouth I guess. Obviously I don't expect you to idiot proof for every possible thought of "gee I wonder what happens when..."

I mean maybe instead of trying to accommodate everybody's individual request for new content, you guys should implement a 2/3 majority rule for adding new mods - only even begin to consider a mod if 2/3 of the community even wants it. Or at least 50%+1. Don't even waste time looking into a mod until the threshold is met. Is it even worth it to spend effort and energy testing and getting permissions and going through the whole update process for a mod maybe only 1 user even wants?

Its just frustrating pretty sure at this point still you guys spent more time in advance talking in private about this modpack selling it as the be all end all perfect mafiascum modpack and now you guys are like welp its not perfect and never will be wanna do something else entirely? I mean really. Can't we just all play the game for a while? Get it to a mostly stable working version and then never update again for all I care. Go to monthly updates. Go to bugfixes only. Go to major feature updates only after a few months of playing. Anything to take stress off of you guys and spend more time playing.
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Post Post #14191 (isolation #558) » Tue Jun 18, 2013 3:53 am

Post by Rhinox »

Just give clamcastle residents access to creative mode for a little while and let them spawn their stuff back in best they can remember?
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Post Post #14192 (isolation #559) » Tue Jun 18, 2013 6:02 am

Post by Rhinox »

OH EM GEE ALVEARY SIEVE WANT WANT WANT WANT WANT WANT WANT WANT WANT WANT

I will now be focusing on getting an alveary before I start tree breeding.
Last edited by Rhinox on Tue Jun 18, 2013 6:06 am, edited 1 time in total.
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Post Post #14194 (isolation #560) » Tue Jun 18, 2013 6:08 am

Post by Rhinox »

basically it is an alveary block that produces fertile pollen and then you use the pollen on leaf blocks to breed trees. More efficiency / less uncertainty to tree breeding. No more just standing around waiting and searching for mutated leaf blocks.
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Post Post #14196 (isolation #561) » Tue Jun 18, 2013 6:53 am

Post by Rhinox »

Sieve is in Forestry 2.2.4.0. Latest version of forestry is 2.2.8.1 I think. Not sure which version we're currently on.
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Post Post #14197 (isolation #562) » Tue Jun 18, 2013 6:56 am

Post by Rhinox »

:eek:

#2.2.8.0
- Changed: Pollinated leaf blocks do not change colour anymore. Put on spectacles or an apiarist's hat to have pollinated leaf blocks highlighted.

:nerd:
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Post Post #14200 (isolation #563) » Tue Jun 18, 2013 8:11 am

Post by Rhinox »

In post 14198, Klazam wrote:If you want to know, just refer to this handy doc:
https://docs.google.com/spreadsheet/ccc ... sp=sharing
I keep forgetting where that link is, thanks :)


That reminds me, one thing I meant to ask before, when the update happens, is there any way to transfer REI waypoints to Voxelmap?
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Post Post #14206 (isolation #564) » Wed Jun 19, 2013 3:43 am

Post by Rhinox »

Most of us are clumped together a couple hundred blocks from spawn, I just don't remember coords or which direction ATM... I wanna say east of spawn I think? Klaz's place is in a desert, and there is a road leading to an extreme hills biome which is where Me/Tierce/M/Claus all are. There are quite a few structures in that area now.

If you find the windmill, there is an autoharvesting wheat farm which should give you enough bread to last a while til you get settled.
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Post Post #14209 (isolation #565) » Wed Jun 19, 2013 3:48 am

Post by Rhinox »

haha right.

OH ALSO the beacon. Look for the beam of light. Thats right in the middle of Me/Tierce/M.

PS M I noticed you've been busy converting ALL the blocks to quartz :P
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Post Post #14212 (isolation #566) » Wed Jun 19, 2013 4:24 am

Post by Rhinox »

In post 14211, Fishythefish wrote:Cool, found that lot but was just wondering if there were more far-flung things I didn't know about.
Well Hiraki was on for a bit off somewhere building the new Hirakian Union. He has claimed that it will never be found. Not sure who else has been on and building stuff off in the wildnerness somewhere.
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Post Post #14214 (isolation #567) » Wed Jun 19, 2013 4:30 am

Post by Rhinox »

Also, you should know that it is mandatory for you to quest for a horse once you are settled. First, you must acquire a saddle. :cool:
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Post Post #14216 (isolation #568) » Wed Jun 19, 2013 4:39 am

Post by Rhinox »

We shall all gallup in circles around you. Klaz's horse will probably kick you in the head once or twice.
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Post Post #14219 (isolation #569) » Wed Jun 19, 2013 4:47 am

Post by Rhinox »

In post 14218, Fishythefish wrote:Haven't found a saddle, but a zombie dungeon did yield golden horse armour. No idea what that is, I haven't played in months.
Well its armor... for your horse. Horses are new so you wouldn't have seen it before probably. There is iron, gold, and diamond armor. None if it is craftable so you only get it if you find it. I'm kinda jealous, I haven't found any armor yet, and gold is the one I'm looking for. My horse is solid brown and would look best in gold armor.
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Post Post #14230 (isolation #570) » Thu Jun 20, 2013 7:20 am

Post by Rhinox »

Klaz I made it past pythagorean's revenge this morning before work! :D

...then died on the first jump across the fences :(


But for real I think I have the technique down for getting past the cacti and the angle jump now with some regularity. And i'm not even up to half the number of deaths as Dav yet :P . So far everything else has been reduced to mere inconvenience where I should never die but keep dying anyways due to rushing :P
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Post Post #14232 (isolation #571) » Thu Jun 20, 2013 7:27 am

Post by Rhinox »

Well there are only 3 more obstacles to part 1 right? Fence tightrope, pick a path, and leap of faith? is there a checkpoint before part 2 begins?
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Post Post #14234 (isolation #572) » Thu Jun 20, 2013 7:31 am

Post by Rhinox »

lame :(

Have you made it past leap of faith at all yet?
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Post Post #14254 (isolation #573) » Thu Jun 20, 2013 2:11 pm

Post by Rhinox »

damn... :(
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Post Post #14265 (isolation #574) » Thu Jun 20, 2013 4:54 pm

Post by Rhinox »

So JMJ congrats...

but after you left I became the second to beat part 1 :)
Spoiler:
Image


And then after I burned in lava I became the first to beat part 1 twice! :D

And then after not burning in lava, I died on the conveyor. So... I believe I currently made it the farthest as well :D

Not sure if I did it in fewer deaths or not.
Image
Spoiler:
Image
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Post Post #14269 (isolation #575) » Fri Jun 21, 2013 8:43 am

Post by Rhinox »

The first rule of project mafiacraft is you do not ask questions about project mafiacraft.
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Post Post #14280 (isolation #576) » Mon Jun 24, 2013 4:20 am

Post by Rhinox »

In post 14276, Maestro wrote:if I hear anything from certain individuals about server downtime I'll gladly show those individuals the 4-hour-long dynmap deletion that is currently ongoing. we're either moving to a lowres version of dynmap or we're removing it, because this is a HUGE waste of memory and time on something people barely even use. and all most people do when they do use it is gripe about the lack of a dynmap/IRC bridge which isn't really a priority ATM and probably never will be

Klaz and I are REALLY tempted to remove dynmap - if anybody has sever separation anxiety or has thoughts they should share them
In post 14279, EspeciallyTheLies wrote:I really, realy, really like dnmap and use it all the time, rspecially now that i've haf no access to ftb.
I use dynmap all the time. I generally always have it open while I'm playing. Its extremely useful to tell where un-generated chunks are, which is useful for avoiding generating new chunks (most cases), or to explore new area if there's something I'm looking for (useful to explore new chunks in a systematic way so as to not explore more than needed). I use it for navigating as well, if there is a biome I'm looking for specifically for some resource, or to know how to find someone's place (I don't have waypoints to everyone). I use it to see where people are and what they're working on. I like looking at peoples structures on the dynmap even if all the blocks don't have a texture. Also, IRC is blocked by my work network and my phone is unreliable in the factory, so dynmap is the only way I am able to communicate with people playing on the server for roughly 50hrs per week.

Basically, I've gotten pretty used to playing with dynmap and I'd have to change the way I play if it were to be no more, and I'd be somewhat more disconnected from the community. That being said, the 3D res can probably easily by dialed back a couple clicks. I recall it zooming it more than practical most of the time, while the 2D felt about right. Really though, if I had the choice between way scaled back, or no dynmap at all, I'd still choose way scaled back for the navigation and locating of un-generated chunks, while zooming in is only really useful for viewing structures which is already limited due to not every block having dynmap textures.

tl;dr: please don't take away dynmap completely
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Post Post #14282 (isolation #577) » Mon Jun 24, 2013 5:38 am

Post by Rhinox »

/inb4 M missed clicking yes on the "are you sure you want to permanently delete 15,432,524 files" dialog box hidden behind another window :P
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Post Post #14285 (isolation #578) » Mon Jun 24, 2013 5:57 am

Post by Rhinox »

In post 14283, Maestro wrote:that's exactly what I clicked yes to - I said that no matter what we're deleting all dynmap renders and switching to lowres, but I didn't realize it would take a full 20 hours to delete them all. I mean, I know that at some point while I was sleeping my connection got cut or something, but this has still been going for at least 10 hours now and I actually don't see any significant progress...
Just spitballing a couple of ideas...

If I click on my dynmap shortcut I go to a page that loads a black screen. When the dynmap has been down in the past, I'd get a straight "Page not found" error - is it possible its having trouble deleting stuff because something is still running?

If it stopped making progress, would it be worth cancelling and restarting? everything it already deleted
should
still be deleted right? I know if I do a move operation and cancel half way through, whatever was already moved stayed moved. Same with a copy - if I cancel half way through, whatever was copied was copied. Delete should work the same right? Maybe that would get it going again if it hung up when you lost your connection?
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Post Post #14288 (isolation #579) » Mon Jun 24, 2013 8:25 am

Post by Rhinox »

Hey guys so... while we're waiting for the server I was wondering if you guys can give me some ideas for how to turn spawners into grinders for items? I found a zombie/spider double dungeon in the cave system under my base and I have a skellie spawner to add to it. I'd really like to make a grinder out of 'em but I've never done it before. Any tips for me? I'd like for it to automatically deposit items into storage for me, so that as long as I'm working at my base the grinder will be running collecting items for me.
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Post Post #14294 (isolation #580) » Mon Jun 24, 2013 8:49 am

Post by Rhinox »

klaz: any vanilla ideas? I don't have turtles or mfrl grinders, and i'm not sure I want to invest the time crafting and learning them now when I'm still trying to invest time and resources into other things.

etl: care to share your method or just tease me with it? :P
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Post Post #14296 (isolation #581) » Mon Jun 24, 2013 9:03 am

Post by Rhinox »

That will work for the skellies and zombies... what about the spiders? they won't fit in 1x1 holes.
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Post Post #14298 (isolation #582) » Mon Jun 24, 2013 9:12 am

Post by Rhinox »

but I need sting and this modpack no haz flax :(
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Post Post #14301 (isolation #583) » Mon Jun 24, 2013 9:17 am

Post by Rhinox »

Well I don't have diamonds right now so thats a problem with turtles
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Post Post #14308 (isolation #584) » Mon Jun 24, 2013 9:45 am

Post by Rhinox »

In post 14306, Maestro wrote:at this moment it's still going and I still see no noticeable difference in size...but then again my FTP client can't look at directory sizes so I'm just shooting in the dark based on the number of semi-systematically named dynmap file directories I see *sigh*
By this point I'd have definitely assumed something went wrong and canceled/started over/tried something else. I mean, how big is it? it wouldn't take this long to, say, reformat the whole drive? there's no way anything should take so long to just delete. idk... doesn't make a lot of sense to me but what do I know?
Maestro wrote:I think you, Blake, davroe, Rhino, and even Klaz all got snapped/raged/yelled at over the past week or so, ILU guys and I'm sorry
We heart you too! (well I do at least I probably shouldn't speak for everyone :P )
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Post Post #14314 (isolation #585) » Mon Jun 24, 2013 10:38 am

Post by Rhinox »

In post 14312, Maruchan wrote:deleting large masses of folders through FTP is MUCH MUCH slower tan deleting them on your dekstop, it can only delete something like 10 or so files per second.
I don't understand why that should be... I mean the deletion should still be happening on the local machine right? the only thing that has to pass through FTP is the deletion command? (or seems like it should be the case idk I don't know much about FTP)
Maestro wrote:the current FOLDER it's working through is 5 GB
and there're about 1000 folders? I dunno, one for every chunk, I'd say
it's taking about 10-15 mins per folder, the files are small it's just the NUMBER of files is overwhelming, each 1/4 cubic chunk must be a separate image or something...
Well 1000 folders times 15 minutes is like 250 hours... I know you said it was guesswork but it seems a bit absurd that it should take that long. I mean, you could transfer that 5 gigs back and forth across FTP about 100 times in 10 days I just don't understand why deleting it takes so much time.

Seems like there should be a better way. I was just googling for "how to delete large quantities of files over FTP" and read a post about how 2.3 gigs spread over 40,000 files took "over an hour" to delete.

suggestions I'm reading about:
-get SSH access
-open a ticket with host/ask host to delete
-write a script that deletes all files in a directory, put it in the directory, and run it
-words like server-side expanding wildcards, shell, command line if those mean anything to you
-backup needed files, reformat partition, restore files

http://stackoverflow.com/questions/4456 ... -000-files
http://serverfault.com/questions/334492 ... ftp-or-ssh

This link has a program down in the comments that claims to be able to delete 1000000 files in 43 seconds:
http://serverfault.com/questions/183821 ... -of-files/


idk just trying to help let me know if my help is not needed/wanted and I'll shut up. Just seems like it shouldn't have to take that long.

edit: http://webmasters.stackexchange.com/que ... -using-ftp - looks like helpful info here maybe?
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Post Post #14331 (isolation #586) » Tue Jun 25, 2013 3:03 am

Post by Rhinox »

woo thanks guys you guys are awesome :)

I'm a little confused about what happened with traincraft and stuff. The mod is not on the server, but what about the traincraft petroleum and copper we already have? does it just vanish? what about the worldgen ores still in the world what happens to them?

I'm sad to see traincraft go because the trains themselves seemed like they could've been pretty cool, but if it makes the server better and less bloated (and less different blocks for the same ores) then woo get rid of it.

Also:
In post 14325, Klazam wrote:Ok. Heres how to get the pack (1.1.1) working.

Open FTB launcher- Open options, look at the path to the MafiaCraft file it specifies download into. Use that information to find mafiacraft. Open it , go to mine craft, find the folder. delete it.

Then download this link: http://www.mediafire.com/download/osdxo ... config.zip , the download for an updated config folder that MUST be used when attempting to connect to the new v1.1.1 server.

Unzip it, and put it in your minecraft folder.

Then you're all good to play.
I think theres a step missing in there somewhere... The instructions say paste the downloaded config file in the minecraft folder we just deleted and thus wouldn't exist. Somewhere in there we need to actually DL the 1.1.1 pack, and are we really supposed to delete the whole minecraft subfolder in the mafiacraft directory or are we just supposed delete the existing config file to replace it with the new DLed one?

PS don't forget to backup your waypoints first.

one more thing...
In post 14325, Klazam wrote:After this week's fix, NO NEW MODS WILL BE ADDED AND NO UPDATES TO THE PACK WILL OCCUR FOR A SOLID MONTH. Period.
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Post Post #14351 (isolation #587) » Thu Jun 27, 2013 9:23 am

Post by Rhinox »

so quiet in here lately...

what are you guys all doing for MJ's on the server? I've got a grand total of 1 stirling engine outputting 1MJ/t whenever I stick some coal in it - I think its about time I start working on something a little more proper. I'm gonna need something like at least 100MJ/t later on for some of the advanced bee machines I want to get into.

I'm kinda interested in a boiler/steam engine setup, because as I understand they can be setup fully automated and maintenance free, just set and forget. But they require a lot of resources to setup. I know there's magmatic engines, and I could always do biomass again or maybe even refine to biofuel/combustion. I just really need to start getting some power so I can quarry and charge my MPS.
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Post Post #14354 (isolation #588) » Fri Jun 28, 2013 6:19 am

Post by Rhinox »

Are forestry and turtles the only methods for say setting up a tree farm in our modpack?
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Post Post #14359 (isolation #589) » Fri Jun 28, 2013 7:06 am

Post by Rhinox »

Well I'm probably going to look into factorization mirror thingees to get some power going but I still want to go for a boiler/steam engine setup for long term.

Steam boilers CAN be set up maintenance-free run for ever until infinity - there are posts on FTB forums of people who have done it. Yes its a TON to set up but not impossible. I've got a spreadsheet going with planning for what resources I need for everything I need to build to get it set up, but I'm still working out which infinite fuel source I can actually set up and use.

solid-fuel firebox can burn anything a furnace can, but the only worthwhile automated options (probably) are charcoal and lava buckets. Charcoal needs a set and forget tree farm - I think everyone on FTB forums uses Steve's carts for that but we don't have it. Forestry multifarms wouldn't be entirely set and forget because they need apatite which can't be automated. Turtles could probably work, using some of the charcoal produced to fuel them. Not sure how efficient it would be.

Lava buckets can be automated using TE stuff - igneous extruder making cobble > cobble burning in magma crucible > liquid transposer filling lavabuckets. Then its just a matter of feeding the full buckets into the firebox and shuffling the empty buckets back to the liquid transposer. It works because a lava bucket provides more energy burning in a boiler than it costs to make in TE.

In a liquid-fuel firebox, I think forestry biofuel is the only one that has potential to create automatic infinite production. But it would still be a challenge because I'm not sure I can automate infinite compost for fermenting.

Anyways, infinite automated fuel is pretty required for a boiler setup because as you pointed out they have to run constantly to be worth anything. I would accept required manual input, except then I can't chunkload them, and I can't guarentee others on the server won't chunkload them by proximity when I'm offline. And if they run out of fuel and cool down, then I have to go through the heatup process all over again. Right now the lava system is my best option and I kinda like it because it is expandable in a sort of pyramid fashion - the first boiler uses something like half its power just to keep the lava process going. The other half could be used to sustain enough lava production for 2 more boilers. Those 2 boilers could support 4 more boilers, etc until I'm just swimming in completely excessive MJ/t. I'll look into that MFR harvester though. Thats something I haven't looked into at all.

But like I said, long term plans. This week I want somewhat sustainable power and mirrors look cool. So thats my goal for this week. Solar farm FTW.
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Post Post #14361 (isolation #590) » Fri Jun 28, 2013 7:09 am

Post by Rhinox »

oh well even better :)
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Post Post #14363 (isolation #591) » Fri Jun 28, 2013 7:26 am

Post by Rhinox »

In post 14362, Maestro wrote:also PSSST you'd need a Liquid-Fueled Firebox for Lava, js
Not unless the railcraft wiki is out of date

http://railcraft.wikispaces.com/Steam+Boiler+(Device)
Solid
•Nearly anything that burns in a Furnace may be used to feed a Solid Fuel Firebox.
•Bucket of Lava = 1000

Liquid
•Lava is not a valid liquid fuel, this is intentional.
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Post Post #14367 (isolation #592) » Fri Jun 28, 2013 9:08 am

Post by Rhinox »

In post 14353, Maestro wrote:I'd honestly suggest Factorization Mirror setups + Power Converters turning it into MJ/t. Uses up all that Silver and Lead you've probably got lying around, and it's the ONLY maintenance-free power available for MJ/t out there at the moment. (No, people: Lava doesn't count. I've had to move my pump 3 times already and it's a goddamn pain.)
Been researching...

A max single ring solar farm holds 56 mirrors. That's 56 charge/t. According to documentation, that converts through power converters to 56 * 875/4375 = 11.2 MJ/t. Not all that impressive...

Because the solar boilers stack now though, some clever configurations can fill every block inside that ring with mirrors as well. Thats 240 mirrors total (I counted) in one farm, for 48 MJ/t. Better, but... those 240 mirrors still need 8 silver ingots per mirror (1920 ingots total, or 30 stacks).

Also, does power converters eat any of that up in the conversion process? And it only works during day? Does it shut down during rain as well?

Just as a comparison, one 36 block HP boiler and the 18 steam engines it would provide steam for would cost 312/360 steel ingots (< 6 stacks) depending on which firebox used, and would produce 144 MJ/t. Granted there are a lot of other resources involved along the way, and probably more time and complexity to the setup, but if I add the numbers of EVERY resource on my spreadsheet so far (even including what is required for a coke oven and blast furnace) I'm still only at 1158 total resources so far (and thats even double counting some things based on how the spreadsheet is setup).

I would need 3 full 240 mirror farms to get to the same 144 MJ/t output as a single boiler, which means I'm now up to needing 90 stacks of silver. I'm sure that would look pretty awesome but... Oh right I forgot. It only works during day. So if I wanted to truly match the output of 1 boiler, I'd want to double that again to 6 full 240 mirror farms, or 180 stacks of silver. 180 stacks of silver to match the output of a 36H steam boiler powering 18 industrial steam engines.


So umm... maybe its easy to set up and requires no maintenance but it seems to require a shitload more resources than boilers to match their output. What am I missing?

Actually I kinda wanna do it because all those mirrors would look awesome :p
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Post Post #14369 (isolation #593) » Fri Jun 28, 2013 9:27 am

Post by Rhinox »

In post 14368, Maestro wrote:you're missing how important this is to some people
well steam turbines aren't necessarily hard to set up - and granted, I mentioned something about steam boilers and you recommended specifically to me to use factorization mirrors so what it matters to some people other than me doesn't really matter in this case.

and like I've been saying they can be set up to be maintenance free. I've read posts from people saying they have a community power plant running 24/7 on their server using nothing but steam boilers. And to me, quarries and storage systems are complex. If you guys can do that just fine, and I think boilers are NBD to set up then they can't be all that complex.
In post 14368, Maestro wrote:also the optimal Solar Turbine setup I tested on our server recently definitely got me more than 56 CZ/t and definitely netted more than 11 MJ/t - psure Blake can corroborate that
Here is the information I found:
1 unit of Charge per tick is produced for each active mirror with line of sight to the Solar Turbine if the sun is out.
http://feed-the-beast.wikia.com/wiki/Solar_Turbine

granted this is the old block that is dicontinued. I can't find the similar information for the solar boiler, but I assumed it was the same and only the block changed.
PowerConverters 2.x exchange rate is based on the cost to smelt a single item in a furnace. This cost is 70KW (or KJ depending on how you look at it) for UE, 390 EU for IC2, and 160MJ for ThermalExpansion (which I'm counting for BC because BC has no furnace, and ignoring TE's special furnace recipes that are cheaper than normal). There's no such thing as a steam furnace, but the Railcraft wiki says it's 5 steam per 1 MJ, so we'll assume a theoretical steam furnace would consume 800mB.

So, inverting those (and adding a x10 to get rid of most of the decimals), we get the ratios as follows:
•UE: 10

•IC2: 1800

•BC/TE: 4375

•Steam: 875

•FZ: 875
Note that Factorization was assigned based on its steam being equivalent with Railcraft's.

Now, it's entirely possible to find another mod with different ratios that when combined with PowerConverters will cause a positive feedback loop (i.e. infinite energy). UE in particular has some rather weird default ratios that basically guarantee this can happen. I will not treat this as a bug - if you don't want it to happen, change the numbers (see below). If you manage to cause an infinite energy scenario using just my stuff though that's definitely a bug, tell me.

If you think they're too good, or you think one of the power systems is too weak compared to the others, or you want to add a deliberate loss during conversion, just go to the config. You can change the input and output multipliers for all four power systems individually.

These values are applied as such:
outputQuantity = inputQuantity * inputScale / outputScale

So if you had 100 MJ to convert to EU, you'd get 100 * 4375 / 1800 = 243.05 (or probably 224 in reality, due to EU pulse rules).
http://www.minecraftforum.net/topic/162 ... ever-stop/
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Post Post #14371 (isolation #594) » Fri Jun 28, 2013 11:06 am

Post by Rhinox »

In post 14370, Maestro wrote:also the Solar Boiler and Factorization Steam Turbine collectively replaced the Solar Turbine so the data may've also changed with that but I don't know
yeah I couldn't find any information about that. All the factorization wiki's seem to be out of date. Some don't even have the update recipes for power conversion factorization blocks. Probably because FTB is still on 1.4.7 and most people are using those modpacks.

I'm probably going to experiment in creative mode at some point. I'll let you know what I find out, if anything.
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Post Post #14443 (isolation #595) » Mon Jul 08, 2013 6:54 am

Post by Rhinox »

:eek:

http://extratrees.accudio.com/

pleeeeeeeeeeeease? please? please? please? please? please? please? please? please? please? please? please? please? please?

http://www.minecraftforum.net/topic/132 ... ry23153381
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Post Post #14447 (isolation #596) » Mon Jul 08, 2013 8:19 am

Post by Rhinox »

Well I was mainly just posting to let my excitement for 75 new tree species to breed be known. I still have plenty of the forestry trees to breed still as is. Prob will be about a month before I get through them all anyways. And I'm working on bees, and building/expanding my base - still plenty to do, I'm not even close to bored yet. I thought it was a mod in addition to extrabees so I just wanted to make sure it was on the radar for whenever the next modpack content update happens. But turns out it is actually going to be bundled with extra bees (or rather, both are being replaced by a "Binnie's Mods" if I read correctly), so I guess we'd have ET the next time EB updated anyways.

As always, I'm in the "you admins decide whats best" camp. I've been pretty content over the past 2 weeks since the 1.1.1 update. A couple minor crashes here and there but nothing major (besides whatever clamcastle decides to eat from time to time :P ) Its been nice not having server downtime for updates during prime playing times. I think FTB has been as active and busy as its been in a long while over the past couple weeks. Things have been going very well, IMO.
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Post Post #14451 (isolation #597) » Mon Jul 08, 2013 9:16 am

Post by Rhinox »

*sigh*

I was just excited about moar trees......
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Post Post #14462 (isolation #598) » Tue Jul 09, 2013 12:48 am

Post by Rhinox »

M/Klaz: FYI the server went down a second time last night and it seems it is still down and locked up. Dynmap has me still standing in the same spot this morning as I was when it crashed and I went to bed 9 hours ago :P
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Post Post #14467 (isolation #599) » Tue Jul 09, 2013 4:39 am

Post by Rhinox »

Told you in IRC but will repost here for posterity.

I was the only one on at the time of both crashes last night.

First time I was just standing afk by my apiaries reading a webpage. M restarted the server.

Second time, I was actively working in my apiaries. What happened was I clicked into a finished apiary, shift clicked contents to my inv, then shift clicked in the princess and clicked in a drone from a stack of identical drones. The pair started to form a queen and I returned the rest of the stack of drones to my inv and escaped out of the apiary. At that point, I could not click back into the apiary nor any other machine/chest - the server had locked up. It happened at dusk. Just prior, I harvested my trees around the apiaries (birch and spruce) and there were still leaves decaying. I also have 4 coke ovens running, with liquiducts set to empty the creosote oil into a steel tank. I also have oreberry bushes that I frequently harvest, so its possible they were growing berries at the time as well. I have a factorization array running, with a lead line to a FZ to MJ power converters setup. It was dusk, so it would have been turning off around the same time. There is a centrifuge and Energetic Infuser hooked up to the output, though neither should have been working on anything at the time. I have a smeltery with lava in, but no metal in the smeltery or any of the basins. I have a farm with wheat, carrots, and potatoes, but I haven't harvested in a while so they are all fully grown. I was wearing a MPS with full energy shields on every piece (not wearing the helmet, its sitting on a bibliocraft shelf in my base) and an elite battery in the chest. I use the power gauntlet and I have the grafter tool installed. My MPS is invisible due to the MPS bug.

As far as I'm aware, that is everything near me that could have been doing anything at the time of the crash. Nothing out of the ordinary. I don't have ME. I don't have chunkloaders. I can't speak for anything going on in anyone elses chunkloaded areas.

These lockup crashes seem to happen when I'm flipping my apiaries. Doesn't happen every time I flip an apiary, but when its happen it usually happens as I described, immediately after excaping out of an apiary. Its possible thats when the first crash happened last night as well, I might not have noticed if I didn't try to click into an apiary before going AFK. I also know others are working on bees as well (Oso, dav) and haven't reported crashes happening when they use their apiaries. Its possible there is something else going on in the server and I just always notice it when I'm working on my apiaries because, well I'm almost always working on my apiaries. :shrug:. Based on whats been going on at clamcastle, I blame AE/ME systems :shrug:

Anyways, klaz restarted the server just now, Oso logged on, and shortly thereafter it crashed again. I'm at work so I didn't/couldn't log on. Oso said he tried to manually flip an apiary like I described, and reported it worked fine. Moments later, he said crap, logged off FTB, and went AFK on irc. Moments after that, FTBbot announced the all too familiar "it appears the server has stopped responding" :( So something somewhere seems to be royally f'd up :(
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