In post 14512, Klazam wrote:98% of the permissions are already given.
This way, you have full control of the thing from start to finish without having to rely on us or use us as a crutch, like we had to do partially with maru.
The reason why i left now, and not after 2.0 is because i wanted you to not be gimped by decisions we made in the past.
Well yes, but on the spreadsheet M linked to a lot of mod permissions say to inform the mod author and provide links to the mod or the mod's wiki, which may have all been done by you guys for mafiacraft 1.x but if I'm submitting a new modpack that would have to be redone by me? I remember a lot of screenshots of forum posts and what not when you guys were setting up mafiacraft 1.0 asking for permissions for all the mods, is it already not done like that anymore? Or am I missing something?
Also, if I'm submitting a new pack, am I able to submit it as a versioned 2.0 update to mafiacraft or is it going to be a new pack, new security code, will I need new mod images for the launcher, etc. Or can I just put in my update submission that I'm taking over the admin responsibilities for the mafiacraft server from here on out - and I'd assume I won't be able to do that without whoever is currently responsible for modpack submissions approving the transfer of ownership so to speak. Or is that not allowable?
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As expected there are different opinions for what should happen, but everyone wants the modded server still / wouldn't play on vanilla if modded was gone, yes? So thats one thing settled.
As for the server itself and the modpack, when the server started having problems, M and klaz started getting burnt out, and it was getting ever increasingly more clear that the server had started dying a slow death, I had started thinking about putting a super lean and focused modpack together for myself for SSP. That pack was going to essentially be based on Mafiacraft 1.x, but with mods removed that caused problems or had bugs or I wouldn't use or need.
I never started putting my list together, but as a first pass,
NON-OFFICIAL
look through the list, my pack would probably have looked something like:
Bibliocraft
Buildcraft
NEI
EnderStorage
ChickenChunks
Thermal Expansion
Forestry
Extra Bees (Extra Trees, Binnie's Mod, whatever it is now)
NEI Plugin
Inventory Tweaks
Iron Chests
Railcraft
Tinker's Construct
VoxelMap
Which would mean, getting cut list would include (again, this is
NOT OFFICIAL
):
So there's more cut than kept. Its a lean buildcraft centered and focused pack. Theres room for a terrain gen mod (It could be EBXL but I would have gone with vanilla terrain gen in my own pack, maybe added Natura), and there's room for an armor mod (suggestions?) (MPS causes lag and GUI's are broken plus I'm not keep on flying around as the primary method of transportation). Some of the mods in the cut list wouldn't have to be cut if there is a compelling reason for keeping them (such as people won't play without them, and they haven't ever shown to cause problems), but in the interest of keeping the pack lean and stable I'd feel pretty happy with that first cut.
How would everyone feel about a server that was trimmed down to look something like that, as a starting point? Obviously a world reset would be required but I feel like a pack like that would have the best chance of being stable for a long time.