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)
0
No votes
Yes, with Spigot/Bukkit/server "plugins" (or commands like /tpa, /home, etc.)
3
33%
Yes, but I'll post with my specific thoughts and ideas!
0
No votes
 
Total votes: 9

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Post Post #16780 (isolation #0) » Fri Aug 29, 2014 8:37 pm

Post by davesaz »

Please whitelist me, minecraft name ArchReplicator.
I prefer modded but can't view the blog because blogspot is blocked where I am now. Back in the US next weekend...
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Post Post #16789 (isolation #1) » Sat Aug 30, 2014 3:53 pm

Post by davesaz »

In post 16780, davesaz wrote:Please whitelist me, minecraft name ArchReplicator.
I prefer modded but can't view the blog because blogspot is blocked where I am now. Back in the US next weekend...


I should have also said, so I'll try out the vanilla one till then. ;)

I normally play SP. Any guidelines on separation, like 200 from spawn etc?
Is it survival or creative? Allow mode switches or not? Some of the screenshots look like flying.
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Post Post #16792 (isolation #2) » Sat Aug 30, 2014 4:31 pm

Post by davesaz »

Thanks, it worked but I hit a snag. I knew the internet connection in China was bad, but didn't know it was this bad -- keeps disconnecting all the time :(. Guess I'll have to try when I get home.
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Post Post #16831 (isolation #3) » Tue Sep 02, 2014 7:48 pm

Post by davesaz »

Ocean temples? When were they added?
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Post Post #16843 (isolation #4) » Thu Sep 04, 2014 8:19 pm

Post by davesaz »

I have the modded instance setup, please whitelist ArchReplicator.
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Post Post #16849 (isolation #5) » Fri Sep 05, 2014 5:30 am

Post by davesaz »

I thought about digging some gravel because I needed flint at the time, but ended up going out to build a starter home. Still need the flint, and haven't found any large gravel deposits in the wilderness -- figures...

The hole is pretty impressive, I've never taken the trouble to remove that big a cube before. It definitely has possibilities.
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Post Post #16864 (isolation #6) » Fri Sep 05, 2014 9:34 am

Post by davesaz »

That second one is mine. Not too hung up on distance to the neighbors. Forgot the signage.

I decided that I wanted an underground path back to spawn, so dug a tunnel at y=50. Came across the stairs that go down from the forest to a cave. Don't recall whose sign is on the double chest, but I put a sign on the tunnel. Feel free to use the tunnel, I plan to expand it to a 3x3 railway eventually. :)
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Post Post #16914 (isolation #7) » Sun Sep 07, 2014 11:29 am

Post by davesaz »

I took a long walk on the modded server to look for some sugar cane. Ran across a place where a volcano and mesa are right next to each other.
Let's see if I can figure out how to post an image here...
Image

Yup, that works good. Maybe I'll remember to turn the UI off first next time. :oops:
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Post Post #16916 (isolation #8) » Sun Sep 07, 2014 12:27 pm

Post by davesaz »

InGameInfo
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Post Post #17003 (isolation #9) » Sat Sep 13, 2014 5:18 pm

Post by davesaz »

The mods on the modded server are now officially my new favorites. Digiminer rocks!
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Post Post #17009 (isolation #10) » Sun Sep 14, 2014 8:58 am

Post by davesaz »

I assume that jungle path is on vanilla?
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Post Post #17011 (isolation #11) » Sun Sep 14, 2014 12:39 pm

Post by davesaz »

Didn't mean my post to sound like there was something wrong.
If it was modded, I've got a jungle right next to me so was going to save everyone the walk. ;)
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Post Post #17018 (isolation #12) » Mon Sep 15, 2014 6:21 am

Post by davesaz »

I was thinking the OP is fine as it is, didn't seem cluttered to me at all. But that's largely a matter of preference.

Putting the whitelist in the OP means that you have to edit it there, and it's harder to get edit authority to multiple people. Google docs might be a better approach because you can designate other users as editors more easily.

Another potential fix to both the OP and whitelist info is to use the wiki, if that fits in with the overall wiki rules. (I haven't looked at whether the wiki allows non-mafia related content)
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Post Post #17020 (isolation #13) » Mon Sep 15, 2014 7:07 am

Post by davesaz »

Using the wiki hinges on allowing others to edit. Some wikis take a dim view of others editing a personal page, but again I haven't checked the rules. ;)
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Post Post #17031 (isolation #14) » Mon Sep 15, 2014 2:57 pm

Post by davesaz »

Kinda makes me wonder how Mojang's ownership is held pre-acquisition. Maybe there is a lot of corporate debt that gets paid off?
What will be really interesting will be to see if the other Mojang projects take off.

The scary thing is what happens if Microsoft takes over the API aspect. Sure it's good to have people who specialize in that, but I hope the end result isn't as complicated as the other MS APIs.
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Post Post #17043 (isolation #15) » Tue Sep 16, 2014 8:59 am

Post by davesaz »

Anyone know what the floating orb of light is? It shows up on radar as a mob, and if I get close it starts shooting what looks like energy zaps, which don't seem to hurt. Though with armor stats maybe I just don't feel it. Maybe some Thaumcraft thing?

Also I occasionally see a little critter with a backpack. That's probably Thaum too?

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Post Post #17070 (isolation #16) » Fri Sep 19, 2014 6:35 am

Post by davesaz »

What, you can place jungle wood and cocoa will grow on it?
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Post Post #17085 (isolation #17) » Sun Sep 21, 2014 8:17 pm

Post by davesaz »

There should be another set in my grave in the end, if I manage to collect it.
I hadn't tried to use a jetpack in the end before. Figured shooting arrows at the thing on top of a tower would take forever, so I jetted over there to use a sword instead. Big explosion, so I guess it wasn't the greatest idea LOL.
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Post Post #17087 (isolation #18) » Mon Sep 22, 2014 3:02 am

Post by davesaz »

Ditto for the nether bees, unless you fancy being on fire.
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Post Post #17096 (isolation #19) » Mon Sep 22, 2014 7:31 am

Post by davesaz »

I can't even use all the power from an almost minimum big reactor. But I'd be /in for contributing parts of a basic setup to a community area for startups.
Tesseract is a power teleport thing?
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Post Post #17137 (isolation #20) » Thu Sep 25, 2014 4:18 am

Post by davesaz »

I was familiar with some of the mods, unfamiliar with others. The approach I use is to start with a vanilla-ish setup, explore the mods as I have need for them, and pick something to tunnel once safety and comfort is ensured.

Some of the "discoveries" I've made are definitely going into the set of mods I use in SSP, for example Tinker's Construct hammers, excavators, and lumber axes can replace/augment Railcraft tunnel bore and things like Treecapitator/Timber. And digital miner from Mekanism is replacing Buildcraft quarries as my favorite way to go from just barely enough ore to swimming in the stuff. :D

And definitely take the tour, it's amazing. Made me feel like a grasshopper and I've been playing almost exclusively modded since 1.3.x. But also inspiring me to new heights which is something I never got in SSP.
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Post Post #17139 (isolation #21) » Thu Sep 25, 2014 6:11 am

Post by davesaz »

Any rare bees from the chest? If there are enough of us into bee breeding we might want to exchange drones or excess princesses.

I'll probably delve into genetics machines eventually. If anyone doesn't want to go in that direction and has excess drones cluttering up storage, just give a shout or drop them off. :D
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Post Post #17147 (isolation #22) » Thu Sep 25, 2014 10:06 am

Post by davesaz »

The cherry blossom area is my place. I'm ArchReplicator in game, and charlie1103s is there with me too.
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Post Post #17159 (isolation #23) » Sat Sep 27, 2014 6:22 pm

Post by davesaz »

Really, putting it next to a bookshelf fills in blanks? There is one aspect which is a catch-22, discovering it normally seems to be impossible because all of the items/blocks/mobs which have the aspect also require later aspects to unlock. I'm thinking it's perhaps flesh related? I ended getting by the block by combining aspects on the left research panel.

Looks like the aspects have no research points, so it will still be necessary to look at stuff with thaunometer to progress the research.
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Post Post #17207 (isolation #24) » Wed Oct 01, 2014 12:14 pm

Post by davesaz »

Charlie was wondering what's up with all the cows. :lol:
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Post Post #17209 (isolation #25) » Wed Oct 01, 2014 7:19 pm

Post by davesaz »

I had an interesting trip through the wilderness. I found a "villager" with a name Madea Havelock (?) who said I was not skilled in the art. Given the cackling sound and stonehengy feel to the building, I'm guessing a witch. I did end up with mandrake seeds in my inventory, but it was in a slot that I would have thought something else was in before. Don't know if (she?) traded me for it or if I just misremembered what I was carrying.

I also found a tainted region and got attacked by a purple sheep. Got a tainted goo drop for my trouble.

Along the way I also found a giant village on the boundary of a swampland, with spruce wood (?) buildings. Very dark motif, that was. They have a huge chasm running right through the village, which probably makes life interesting.
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Post Post #17218 (isolation #26) » Thu Oct 02, 2014 2:47 pm

Post by davesaz »

Greatwoods with cobwebs sometimes (perhaps even always) have spawners. This is true in overworld too.
Mining world is only natural mob free.
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Post Post #17250 (isolation #27) » Sat Oct 04, 2014 7:43 pm

Post by davesaz »

What about Railcraft admin anchors? Those don't require anything for "fuel".
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Post Post #17265 (isolation #28) » Thu Oct 09, 2014 10:14 am

Post by davesaz »

Aww, that would have given me more reason to tell Microsoft where to shove their "you bought a new motherboard, now you need a new copy of Windows" BS.
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Post Post #17281 (isolation #29) » Sat Oct 11, 2014 8:27 am

Post by davesaz »

Rudimentary CC script to control a big reactor

Place a big reactor computer port in one of the side blocks of the reactor (same rules as reactor controller).
Place a CC computer in front of the computer port, so that the port is on the back of the computer. (note, you can choose a different orientation by changing the wrap() call in the script.
Pull the script from pastebin
Run the script. It will do the following:

Sample energy stored
If energy stored < 9M, set control rod 0 to 0%
If energy stored > 9M, set control rod 0 to 100%
Repeats until the reactor is turned off

Limitations: currently only works with one rod.
Caveat: Not necessarily very clean code. My primary language is not Lua

http://pastebin.com/gvNB6iFL
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Post Post #17283 (isolation #30) » Sat Oct 11, 2014 2:43 pm

Post by davesaz »

Whoa, was that from placing it, or trying to sleep?
Guess the bricks aren't explosion proof.
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Post Post #17313 (isolation #31) » Thu Oct 16, 2014 7:11 pm

Post by davesaz »

Pretty cool. Looks kinda like the mining world though, not much in the way of height. And I think I recognize the giant fenced in area and the buildings. ;)
Can you replace out the maps to display anything, or is it pegged to the ones it is built from?
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Post Post #17321 (isolation #32) » Sat Oct 18, 2014 11:03 am

Post by davesaz »

In post 17317, Maestro wrote:
In post 17316, fuzzybutternut wrote:For 1.7.10 SP, I recommend this mod. Incredibly fun, lots of stuff, useful and nostalgic!

There's a reason EE2 was remade; looks like this has all of those reasons. Not to mention rebooting / remaking mods, even with the author's consent, irks me on a higher level. If they wanted the mod to continue (and since it's their ideas that should matter to you) they would consider continuing it themselves.


I'm confused. Am I reading the implication correctly that there is something in EE2 that you were happy it was gone in EE3?
I found EE3 useless and would be interested in looking at an EE2 lookalike / remake. But I'd also be open to discussing the pros and cons.
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Post Post #17327 (isolation #33) » Sat Oct 18, 2014 11:40 am

Post by davesaz »

Probably since I never played anything but SP, and most of that on peaceful, I'm not really concerned with what others might do. Things like the transmutation tablet were nice to have in SP because I wanted one or two of a thing that it would be hard to get normally, and I didn't want to just cheat it in with NEI. ;) I think it's rather silly to be sitting on half a billion cobble or 100K iron or 40K porkchops, so I'm not the type to set up one of the automatic thingamajigs (holy crap, spell checker knows that word) like a laser drill or auto spawner.
Edit: but I have no problem with others who want to do that.


But I totally get your position. I think the key in any community of players is to find a mix which maximizes fun all around, and if something is seriously unfun then we should consider not doing it. I took the same approach to the comments that mo creatures was a bad thing, sure the bunnies are cute but block breaking hostiles are not my thing and I can see why others wouldn't like them. :D
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Post Post #17328 (isolation #34) » Sat Oct 18, 2014 11:41 am

Post by davesaz »

BTW, what's a nether star? I bought one on minebay after someone mentioned it, but don't really know what to do with it. lol
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Post Post #17337 (isolation #35) » Sat Oct 18, 2014 6:17 pm

Post by davesaz »

I'm still at the 30-40 regular chests level, and a barrel is a big thing... lol

Maybe I'll do an ae system and a big base move for kicks. Need to try something new.
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Post Post #17350 (isolation #36) » Mon Oct 20, 2014 4:59 am

Post by davesaz »

Nice dome, ETL. But I was getting used to warping to your place and then jetting off the side to explore new lands. ;) Guess I can still do that by going down a couple levels.

Anyone have a entropy ore block I can borrow? Not the shard, the block. I need one for digiminer. Found a nice mid ocean spot to mine from, where nobody is likely to be affected by the taint if any develops there.
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Post Post #17359 (isolation #37) » Mon Oct 20, 2014 8:30 pm

Post by davesaz »

Turns out digiminer got some entropy ones even though I didn't filter it. Maybe they're all the same block id with different "damage" values.
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Post Post #17370 (isolation #38) » Tue Oct 21, 2014 11:26 am

Post by davesaz »

667 mods available for 1.7.10 according to MCF Mod List.
This is way beyond the point it was last time I looked. I was using 1.7.4 for a little while and had dropped back to 1.6.4 because so much was missing.
That was several months ago.
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Post Post #17380 (isolation #39) » Wed Oct 22, 2014 5:14 am

Post by davesaz »

Here is a summary of the 1.7.10 availability of the mods in the current server.
I also noticed a few extra ones which could be interesting. Thaumic Energistics allows putting aspects into a ME system.
Portal gun is the most significant "function" mod which is missing. A few "flavor" mods are missing, in particular the biblio support for extra wood.
Many beta versions and a couple of important ones are listed as unstable, for example biomes o'plenty.


Spoiler: list
1.7.10 versions of current scumpack mods
y = yes, n = no, b = beta, rc = release candidate

y optifine
y ae2
y aroma
y nei
y tinkers
y damage ind
y waila
y extra cells
y archimedes
y bibliocraft
unstable? biomes oplenty
n? biblio bop
b mfr
d forestry
n biblio forestry
y computercraft
y mekanism
b nether ores
forge multi
b thermal exp
rc big react
y carpent blocks
y chickenchunks
y ender storage
y translocator ?
y extra bees/trees?
b ench plus
y enchiridion ?
y ender io
y extra util
y flat signs
y thaum
y railcraft
y thaumic tink
y magic bees
y gendustry
y harvestcraft
? grinder
y hats
y hatstand
n portal gun
y ingame info
y invtweaks
y iron chest
y jabba
b metallurgy
b extra tic
n mekanism generators
n mek tools
y mouse tweaks
y mrcrayfish
n not enough keys
y obby pressure plates
? openmods (library??)
y openblocks
y projectred
? open peripheral (computronics, extra peripherals)
y opis
y mapwriter
unstable xeno's
n roguelike (see better dungeons, doomlike dungeons, dungeonpack, newdungeons, mystic mods)
y redstone arsenal ?
y simply jetpacks
y wr-cbe
y warp book
b witchery
y yalsm
y zan's (voxelmap)
y thaum mob aspects
n forge microblocks (immibis but not forge unless it is included somewhere else)


extra
------
thaumic energistics
intelligent energistics (alpha)
ae2 tech (beta)
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Post Post #17381 (isolation #40) » Wed Oct 22, 2014 5:18 am

Post by davesaz »

Multiworld allows old saves to be imported as a dimension. I have not tested this to see how well it works.

But I'd also be OK with starting a new world where the active players are on an even footing.
You'd probably
still
leave me in the dust but at least it would be closer. :lol:
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Post Post #17384 (isolation #41) » Wed Oct 22, 2014 5:28 am

Post by davesaz »

Forestry is listed as "development" in the mcf modlist. I'm going off that list, so mods may be available but the authors did not report them. And the beta / unstable markers could be outdated.
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Post Post #17401 (isolation #42) » Fri Oct 24, 2014 9:28 am

Post by davesaz »

I think he saw your HEXAKILL comment and thought it was someone in the game but invisible.
Don't think he even knew the IRC existed. ;)
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Post Post #17408 (isolation #43) » Fri Oct 24, 2014 9:53 am

Post by davesaz »

What's that extra life thing?
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Post Post #17453 (isolation #44) » Wed Oct 29, 2014 6:49 pm

Post by davesaz »

I have downloaded all the 1.7.10 versions of the current pack mods that I could find, and the instance launched OK.
Next step is to tweak the configs to be a little like what we have now, and then I can try to gen a world.
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Post Post #17457 (isolation #45) » Thu Oct 30, 2014 5:14 am

Post by davesaz »

The enhanced portals can be run via computer, and can use dialing devices like Stargates. So we'd only need one portal each significant location if we wanted to use the dialed method. They run off RF energy so a central energy source might be a good thing to repeat if for no other reason than as a failsafe portal energy method. Those blocks which send energy/items/liquids through alongside the portals are cool too, though perhaps that wouldn't mesh very well with the dialed portal method. So maybe paired portals between spawn and our bases, and a dialed system to go other places. One other thing to keep in mind with open portals is whether mobs can walk through. Maybe that's configurable per portal?

Enhanced Portals and Mystcraft have been added to the test instance. :) Mystcraft has changed a lot so that will take some experimentation. We also might want an agreement on limiting the number of persistent ages, to keep server load under control.

I found out that Biomes O'Plenty configs have changed format, so merely grabbing the old ones won't work. Please comment on biome wants and hates. One example is enabling a biome which counts as plains/meadow and has bare dirt, for the extra bees/magic bees hive that needs that combo. Also noticed there is a setting to control how big the biomes are. Default 4, with 6 = large biomes. It has an option to drop landmasses in the huge oceans, to avoid the 10K blocks of ocean phenomenon. What do you think about that? Alternatively, the % land can be adjusted. It defaults to 10% in vanilla according to the config file comments, which IMO is absurdly low. Sure, we need some oceans, but not tens of thousands of blocks worth. Far enough that you can't render the opposite shore is plenty for me. On a related subject, any interest in the ocean related biomes?

I think Applied Energistics has meteorites now, and requires presses which are found mainly inside the meteorites to do complicated stuff. It has been a while since I ran 1.7.x so this paragraph may be incorrect... I'm still in the stone age in my test world, maybe someone else has gone that far more recently to comment on it. If it does require the meteorite presses, we might want to up the meteor percentages, they're pretty far apart IIRC.

Well, this post is long enough, and I can't run the browser and minecraft at the same time. :(

P-edit: What's the reference to ep3? The enhanced portals? And how do you add intra link / follow the "intended way"? I've never done that the real way, whatever it is...

I use a lot of warp pages, for the purpose of returning to the current exploration point when I'm going 10K blocks to look for land. Doing that with portals would be pretty resource intensive. Suppose I could carry a tesseract and energy cube to charge the jetpack...
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Post Post #17463 (isolation #46) » Thu Oct 30, 2014 5:30 am

Post by davesaz »

In post 17458, fuzzybutternut wrote:
In post 17456, Klazam wrote:Just eschew warp books completely, keep mystcraft, but make people add intralinking and following the intended way, and dont creative in the link modifier. Thats incentive to use ep3


Warp books cause random nether portals that destroy my roof. ._.

I thought that was aroma related. There is discussion of random portals in the aroma thread. But I can see the chance that warp pages are involved. No mining world in the test instance so easy enough to test the warp pages to see if it happens on 1.7.
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Post Post #17469 (isolation #47) » Thu Oct 30, 2014 6:39 am

Post by davesaz »

Is now an especially bad time to test? ;) Depends on the definition of expensive, and is that a config option? I have downloaded but not launched yet...
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Post Post #17470 (isolation #48) » Thu Oct 30, 2014 6:40 am

Post by davesaz »

I'm not abandoning the current server, if that's what you're asking. Just taking a day's break or so to get over the loss of my bee breeding stock.
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Post Post #17472 (isolation #49) » Thu Oct 30, 2014 7:10 am

Post by davesaz »

The testing might take months, better solid than sorry. :D
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Post Post #17499 (isolation #50) » Thu Oct 30, 2014 9:32 am

Post by davesaz »

My objective is to be helpful.
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Post Post #17516 (isolation #51) » Fri Oct 31, 2014 3:11 pm

Post by davesaz »

That was an observation that BoP lets you control how much ocean. I personally don't like when I hit a place that can't be crossed on one jetpack charge, but it's just an opinion.
BTW I think they made a mistake in the "fill in" generator, because using it gave me a world that I hadn't found any oceans after traveling 5000 blocks.
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Post Post #17522 (isolation #52) » Sat Nov 01, 2014 8:56 pm

Post by davesaz »

Hmm, lost the connection and can't get back in. But the server is replying to !players requests, so it appears it isn't completely dead. And it still lists me as logged in.
Given it's almost 1am, maybe this is a good time to stop for the night anyway.
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Post Post #17538 (isolation #53) » Mon Nov 03, 2014 4:48 am

Post by davesaz »

Hmm, that seems odd. If the ticket system provides a way to make comments on ongoing tickets, you might want to add one saying it's still not working.
Is it still behaving the same way, deleting the server.properties after you put one out there?
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Post Post #17547 (isolation #54) » Mon Nov 03, 2014 5:13 am

Post by davesaz »

What memory parms are you using?

I would have said increasing. My scumpack 1.7 lagged until I bumped it.
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Post Post #17550 (isolation #55) » Tue Nov 04, 2014 3:25 am

Post by davesaz »

If you don't already have one, I recommend pulling a backup of the modded files somewhere off the server.
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Post Post #17553 (isolation #56) » Tue Nov 04, 2014 8:53 am

Post by davesaz »

Don't suppose it's something as simple as our server having received a new IP as a result of the QualityNode downsizing in October?
Though why they wouldn't have replied as such in a ticket is beyond comprehension. Maybe the downsizing affected people and nobody there to answer... :down:

https://qualitynode.com/client/announcements.php?id=8
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Post Post #17566 (isolation #57) » Fri Nov 07, 2014 7:01 am

Post by davesaz »

Cool, fingers crossed that it goes smoothly. And I'm the latest poster in all the threads on my bookmarks page now. lol
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Post Post #17584 (isolation #58) » Sat Nov 08, 2014 5:38 pm

Post by davesaz »

Hang in there, I for one am 100% behind you!
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Post Post #17591 (isolation #59) » Sun Nov 09, 2014 8:09 am

Post by davesaz »

If you use mapwriter to keep the large map of all your explored areas, a directory needs to be renamed to bring the data over.
Under the saves directory, look for mapwriter_mp_worlds directory. Inside is a directory with the old server ip and port. Rename this to the new server ip and port.
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Post Post #17611 (isolation #60) » Mon Nov 17, 2014 7:26 pm

Post by davesaz »

I've been stuck doing home projects in prep for Thanksgiving.
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Post Post #17637 (isolation #61) » Fri Dec 05, 2014 11:38 am

Post by davesaz »

For those Thaumcraft enthusiasts who haven't seen one, there is a hungry node at -1691, 674. These coordinates are outside the threshold where it starts pulling you in.
Approach with extreme caution, a jetpack was not enough to get away. I only escaped via having a warp book in my hotbar.
Flying by with the jetpack, I did manage a close enough approach to view it with a thaunometer, but don't dawdle.

It's rather fun to lure hostiles toward it and watch them hang in midair being damaged a point at a time until destroyed.
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Post Post #17643 (isolation #62) » Sat Dec 13, 2014 7:39 pm

Post by davesaz »

Regarding ETL's tree farm pausing... Also mentioned by Aphix, who was talking with Oso in chat

Oso mentioned checking the chunk boundaries in the chat. I noticed the harvester sweeps one way and then back the other. Say the chunk to the right is in the harvester's chunk and the chunk to the left is not. When it sweeps right to left (stopping in the next chunk) and there are no trees left, it pauses. A tree grows on the right, but the harvester does not pick up on it. Then after a few seconds it wakes up and starts running again.

My tree farm is entirely in the same chunk, including all 3 machines and all the saplings/seeds. So moving the setup to be within a chunk may help.
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Post Post #17644 (isolation #63) » Sat Dec 13, 2014 9:21 pm

Post by davesaz »

Anyone know what this purple liquid on my ceiling is, or how to clean it up?

Image
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Post Post #17646 (isolation #64) » Sat Dec 13, 2014 9:54 pm

Post by davesaz »

I did have that worry.

Doesn't look like taint, neither waila nor thaunometer even see it. I have visited land with taint and both of them reported things like fibrous taint just fine.
I did have a couple of infusions go wacky on me, have now started keeping my jars a bit more full than necessary for a given infusion.
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Post Post #17662 (isolation #65) » Fri Dec 26, 2014 6:31 am

Post by davesaz »

Comments on the list in the google doc.

I'm playing with roguelike in 1.7, or something that looks exactly like it. Don't remember how I found it.
Does carpenter's blocks pressure plate have a plate that mobs don't trigger? That's what I use obsidian plates for, not the looks.
Mystcraft and enhanced portals are listed as alternative for warp book, but the expense is very high (bordering on too high) unless intra-linking is enabled.
My test pack has both ComputerCraft and OpenComputers. Nothing preventing both from being there to let folks use whichever they like for a given task.
That said I have not used Open Computers yet -- but it's pretty early in the world (a few days game time) and I don't know which one is going to be better.

I found meteors for the AE press parts pretty quickly in my test world, but no silicon presses in 3 meteors so far. We might have to trade/gift extras or create spares to get a full set. This is not an issue and I know it's common knowledge for some, just mentioning it because others might not know. ;)

I use voxelmap for radar and mapmaker for large scale map, neither is listed on the sp4 page. One of either journeymap or dynmap used to lag me to death on SP, is that fixed? Does journeymap have mob radar like voxelmap?
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Post Post #17664 (isolation #66) » Fri Dec 26, 2014 6:38 am

Post by davesaz »

Will nether ores be included? Didn't notice it on any of the lists.
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Post Post #17675 (isolation #67) » Fri Dec 26, 2014 8:28 pm

Post by davesaz »

I use warp pages for two main purposes, going between fixed known locations (which portals can replace easily) and to jump back home from random locations or to mark a temporary spot while exploring and jump back to it later (which doesn't work for portals at all). On SSP I can address this 2nd need by teleporting to waypoints. An intra-linked mystcraft link book might provide a reasonable alternative, though using a link book in hand drops it on the ground which makes it a less desirable solution.
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Post Post #17682 (isolation #68) » Sat Dec 27, 2014 8:08 am

Post by davesaz »

That's a link modifier thing along with intra linking, right? Like I was saying, supposing we can craft the link modifier and use it, it might be sufficient to have that. :D I'll give it a try in my test.

The odd smeltery thing with disabled metallurgy ores is even a problem on the current server. I think TC is doing something like enumerating classes with "ore" or "ingot" in the name and including smeltery stuff for everything it finds, whether enabled in worldgen or not. There are other dead ends when a mod includes something as an ingredient in a recipe but the recipe for that thing is disabled. The modders could collectively fix this problem by adding an "isEnabled" method and using it to determine whether to add recipes and when to use alternative ingredients.

The thing I use metallurgy the most for is the tartarite armor for huge durability, and the ability to mine obsidian with any of the tier 3+ metals without wasting diamonds on a pick. Either reason can be replaced with the high end stuff from one of the other mods.
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Post Post #17685 (isolation #69) » Sat Dec 27, 2014 8:25 am

Post by davesaz »

Re: Jackel's comment on OpenComputers. CC computers forget what they were doing when the chunk unloads / reloads, so you have to put in an autorun file and program it to start from scratch. OpenComputers have persistent memory and pick up right where they left off. BUT, I don't know if OC even has a turtle equivalent, have not gone that far yet.

If CC is the one that sticks (which seems to be the case), then we probably want a chunk loader peripheral. But I don't know if it's even updated, not on the mcf modlist. I also added a peripheral mod to the suggestion list.
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Post Post #17688 (isolation #70) » Sat Dec 27, 2014 9:03 am

Post by davesaz »

It's mostly a thing for turtles so they keep doing what you asked them to when you leave them branch mining or building something in the boonies.
My day job is disaster recovery programming, so saving the state or writing it so the state doesn't matter is a given, when I bother to take the time to do it. :D
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Post Post #17705 (isolation #71) » Tue Dec 30, 2014 1:00 pm

Post by davesaz »

I have not seen kelp do that, but haven't tried to run a boat over it.
Crossing coral with a magnet is active can be annoying, as you'll pull up tons of unattached and otherwise useless coral.

Agree with no sludgepit and wasteland. Would like at least one marshy biome to get the associated bees.

Haven't played enough with steppe to know what the issue is.
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Post Post #17723 (isolation #72) » Fri Jan 02, 2015 4:15 pm

Post by davesaz »

There is a vanilla 1.8 server listed in the 1st post. Don't know how much activity it gets.
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Post Post #17727 (isolation #73) » Sat Jan 03, 2015 4:23 am

Post by davesaz »

Platform = win/linux/mac? No, all should be able to connect, but you need to be whitelisted.
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Post Post #17728 (isolation #74) » Sat Jan 03, 2015 4:24 am

Post by davesaz »

If platform = vanilla / modded you can be whitelisted for both, no need to choose just one.
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Post Post #17739 (isolation #75) » Mon Jan 05, 2015 4:20 am

Post by davesaz »

What's your criteria for good?

I might be able to be online Saturday but it depends on what part of the day.
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Post Post #17756 (isolation #76) » Fri Jan 09, 2015 6:38 am

Post by davesaz »

I haven't had tons of time to do testing, so it's going pretty slowly. I'm doing SSP, and haven't reached any of the tech stuff yet.
  • Iron seems a little more plentiful than before.
  • Coal looks like it's seriously down from SP3. Maybe just unlucky though.
  • Tin and copper are way down but that's to be expected with trying to limit oregen to one mod per ore.
  • If tin and copper are really this scarce, then bronze will be a bottleneck. Not saying that's a bad thing, we need a bottleneck now and then. The plentiful amounts in SP3 were crazy so maybe it's just by comparison.
  • Diamonds may be up slightly from SP3, or I might just be luckier this world.
  • AE grinder is acceptable for early ore doubling, and the pain of having to stand there holding down the button is a good motivator to get some kind of power running.
  • Was yellorite nerfed compared to SP3? I haven't found a single vein yet.
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Post Post #17759 (isolation #77) » Fri Jan 09, 2015 7:38 am

Post by davesaz »

As a more controlled study, maybe I'll go NEI in a digiminer and find out the actual numbers. The sample sizes from strip mining may not be big enough to be accurate. ;)
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Post Post #17764 (isolation #78) » Fri Jan 09, 2015 9:35 am

Post by davesaz »

sp4 (not counting dense ores)
prairie biome

diamond 273 (equal)
gold 461 (up slightly)
iron 1702 (down slightly)
tin 647 (up some)
copper 790 (around half)
yellorite 427 (about 3/4)
coal 848 (way down, less than 1/4 as much)
osmium 867 (down a little)
ferrous 197 (less than 1/2)

sp3 numbers for comparison
diamond 258
gold 305
iron 2080
tin 440
copper 1315
yellorite 559
coal 3808
osmium 961
ferrous 62
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Post Post #17784 (isolation #79) » Tue Jan 20, 2015 6:53 am

Post by davesaz »

The server is crashed with a tick loop. ETL has to go to classes, and it may require mcedit to remove my capacitor bank to fix it.

Don't use Mekanism universal cables. They *may* be the source of the lag. I had no idea, sorry folks.
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Post Post #17789 (isolation #80) » Wed Jan 21, 2015 6:16 am

Post by davesaz »

Update on the lag issue. Things were smooth as silk until I jetpacked over to M's place.
Back to clock rewinds and block lag the moment something there chunkloads.
My best guess is the conveyor belts. Possible but unlikely (and very annoying) would be the ender tank.
Other than that, I don't know what else in that base might cause tick issues.
Oh, just remembered there is a twilight portal. Again unlikely and would be annoying.
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Post Post #17792 (isolation #81) » Wed Jan 21, 2015 7:57 am

Post by davesaz »

I'm only reporting observations and making educated guesses. Don't take that as blame please.

/cofh tps results went from 20 tps @ 23ms to 12 tps @65ms, the moment your base was even in view (and therefore chunk loaded).
Turn around and walk away, wait a few seconds, and the tps jumps back up to 20 @ 23ms.
No block lag when out of chunk loading range, immediately noticeable block lag when in range.
The experiment was repeated 3 times.

I was also able to use an arch ship when not at this location, but got hit by a world reset (boated 500 blocks, reset took me back to the starting point!!!) when I jumped in a boat and tried to leave that location via the nearby ocean.

Pedit: the info is on irc too, but if you're not logging it there is no way to know if you have the info.
Again, reporting information and making educated guesses. I'm a systems guy by trade. :cool:
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Post Post #17806 (isolation #82) » Fri Jan 23, 2015 3:08 pm

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Slight problem if we give the descriptive book a name when creating it, we don't get an age number like it would have if no name is given.
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Post Post #17867 (isolation #83) » Mon Feb 09, 2015 5:48 pm

Post by davesaz »

EnderIO item filters, especially the advanced and mod versions. I'm finding them to be fairly powerful, though it doesn't compete with wireless access to the ME network. Though I suppose the "Ender IO" capability that the mod is named for might handle that need.
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Post Post #17906 (isolation #84) » Sat Apr 18, 2015 10:11 am

Post by davesaz »

I've been playing more on single, with updated mods that let salination plants work, etc.

Also disabled instability on my single instance, because it's so over the top. Though I haven't actually done mystcraft on that world, was too busy pushing my mekanism forward given the working salination.

I did jump on the server and stop my tree farm so some of the 2M stored wood can be worked off... ;)

Question: Have you rolled a new world on modded in the past if it gets stale for people, or update mods and keep going?
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Post Post #17916 (isolation #85) » Sun Apr 19, 2015 5:50 am

Post by davesaz »

Update optifine.
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Post Post #17926 (isolation #86) » Wed May 13, 2015 3:31 am

Post by davesaz »

Spoiler: question
How likely / common is dying in this pack?
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Post Post #17947 (isolation #87) » Fri May 15, 2015 11:52 am

Post by davesaz »

I'll figure try the Maestro/Klaz pack/server, in large part because it's different from what I've been doing. The current ScumPack (in the OP) has a lot of tech type mods, and that has been my comfort zone in the past. Playing modded with less tech will be a good change of pace. ;)
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Post Post #17948 (isolation #88) » Fri May 15, 2015 11:53 am

Post by davesaz »

In post 17939, EspeciallyTheLies wrote:
I will be returning after Memorial Day with an update and relaunch for ScumPack.

If you're planning to update/change mods, I have some observations from the sp world I've been playing.
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Post Post #17965 (isolation #89) » Wed May 20, 2015 3:49 am

Post by davesaz »

Free yellorium? The laser drill isn't dependent on there actually being resources nearby?
Tired of making automated tree->charcoal->steam setups? ;)
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Post Post #17970 (isolation #90) » Wed May 20, 2015 7:08 pm

Post by davesaz »

Last I heard there was a server issue and it probably wasn't coming back.
I think someone mentioned realms as an alternative possibility.
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Post Post #17980 (isolation #91) » Fri May 22, 2015 6:58 am

Post by davesaz »

I'm on ancient. We're gathering resources. I don't consider my current house as permanent, will discuss with M where the portal should go.
Just a little FYI, the spawn point is up in the air a bit on a cliffside. There is a place that the drop isn't fatal. Either spawn protect seems to be on or my client was glitching trying to dig down.
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Post Post #17986 (isolation #92) » Fri May 22, 2015 8:36 am

Post by davesaz »

try the irc channel if you have issues
espernet, #KMPWarp

pedit: it didn't give me the click on link yesterday, but it does now
Also fyi the zip file won't open as a zip, but MultiMC can import it to a new instance.
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Post Post #18033 (isolation #93) » Sun Jun 07, 2015 9:35 am

Post by davesaz »

Any special reason behind kicking me from the KMP channel?
And the inactivity timeout to be kicked from the server is a bit short, IMO. Best guess was about 2 minutes RL time.
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Post Post #18063 (isolation #94) » Mon Jun 29, 2015 8:43 am

Post by davesaz »

Don't know what it is...
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Post Post #18069 (isolation #95) » Sat Jul 04, 2015 10:40 am

Post by davesaz »

Test instance of what?
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Post Post #18095 (isolation #96) » Mon Aug 10, 2015 7:07 pm

Post by davesaz »

I think we found a bug in Biomes O'Plenty terrain generation. This is on the SP5 beta, near x=z=1000
Holes in the middle of a highlands. Note the JourneyMap biome says prairie, maybe it's trying to "smooth" the biomes?
Image

Same highlands also has an abrupt edge.
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Post Post #18099 (isolation #97) » Tue Aug 11, 2015 3:03 am

Post by davesaz »

I'm more amused than worried. It doesnt hurt anything unless you get up there and run off the edge.
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Post Post #18141 (isolation #98) » Mon Aug 24, 2015 8:05 pm

Post by davesaz »

Hey, I normally pick orange too!
Spoiler:
But light blue was what I had on hand so I've already taken that
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Post Post #18175 (isolation #99) » Mon Oct 12, 2015 6:41 am

Post by davesaz »

What is regrowth?
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Post Post #18190 (isolation #100) » Mon Oct 19, 2015 5:51 pm

Post by davesaz »

Much fun to be had on regrowth.

The hungry node to the NNE of ETL's place is not your friend.
I found that by swimming along the coast looking for oysters.

What's the black structure that spouts fire at the base if you get near?
Image


Along with oil deposits we also have a lava spout.
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Post Post #18194 (isolation #101) » Wed Oct 21, 2015 8:57 pm

Post by davesaz »

Have all the pearl oysters been harvested already? I can only find one on ancient sand that takrs a copper or better shovel.
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Post Post #18207 (isolation #102) » Sun Oct 25, 2015 12:11 pm

Post by davesaz »

My observation has been that SP5 has seemed to have less activity than the earlier ones I've played on, but it seems to be a confluence of RL issues taking out / limiting several of the most active players.
I jumped over to the Regrowth one because I have not played a restricted environment like that and wanted to see what it is like.
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Post Post #18222 (isolation #103) » Wed Oct 28, 2015 10:15 am

Post by davesaz »

Details plz. Probably from before my time but still interested.
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Post Post #18224 (isolation #104) » Wed Oct 28, 2015 11:51 am

Post by davesaz »

Yes, yours -- i'm on SP5 already.
Understood server isn't ready yet, but I was after different kinds of details. What minecraft version? Modded or vanilla?
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Post Post #18349 (isolation #105) » Sun Nov 15, 2015 10:16 am

Post by davesaz »

I can't figure out how to use that companion scroll thing.
Which one is in the thaum suit? Guess it's you since camera is looking at you?
Also I hadn't noticed that goggles reveal nodes even in the "camera facing you" setting.
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Post Post #18421 (isolation #106) » Sat Nov 21, 2015 10:05 am

Post by davesaz »

I found a mariculture bug on regrowth.
If you right click a hatchery with something other than an empty hand, it puts the item in the hatchery -- even if not fish eggs.
I lost a diamond tipped alumite pick. :(
Breaking the hatchery does not give the item back. :( :(
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Post Post #18475 (isolation #107) » Sat Nov 21, 2015 9:45 pm

Post by davesaz »

Jetpacks and other modes of flight are one of the biggest reasons I play modded. :cool:
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Post Post #18478 (isolation #108) » Sun Nov 22, 2015 5:56 am

Post by davesaz »

Oh, I'm there on vanilla too. Haven't visited the nether, and I might not on that server.
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Post Post #18493 (isolation #109) » Tue Nov 24, 2015 4:53 am

Post by davesaz »

Guess it's a good thing I haven't tried golems yet. ;)
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Post Post #18497 (isolation #110) » Tue Nov 24, 2015 6:27 pm

Post by davesaz »

I think if there was any issue with the update rate, it would be that it was too slow. Though I do understand that it impacts some more than others and agree that we should not leave players behind because of updates.
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Post Post #18504 (isolation #111) » Tue Nov 24, 2015 9:41 pm

Post by davesaz »

Looks like the one on the left. Cobble is a lot smoother in the one on the right. You could just download both and use the one you like better. ;)
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Post Post #18553 (isolation #112) » Sat Nov 28, 2015 8:52 am

Post by davesaz »

In post 18548, aphix wrote:Fiancee tore the second level off my desk. Looks much better now. She had the desktop running when I got home, loading up some modded minecraft on that. Still runs so much better on this then my laptop. Wonder why.

If the desktop has a decent graphics card it will run better than a laptop with low end integrated graphics, even if the laptop has a faster CPU.
Also memory matters, Java is a memory hog and the garbage collection messes with FPS pretty badly.
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Post Post #18554 (isolation #113) » Sat Nov 28, 2015 8:54 am

Post by davesaz »

On Regrowth, I tried to get a Mariculture water wheel going.
Pressurized water got out, and it ate through a couple floors of my base. :(

I hope I got it sealed back up again.
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Post Post #18566 (isolation #114) » Sun Nov 29, 2015 6:22 am

Post by davesaz »

I had one which didn't want to reward me, turned out it was because inventory was too full.
Glad you got it sorted.
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Post Post #18591 (isolation #115) » Thu Dec 10, 2015 7:53 pm

Post by davesaz »

Sorry, was helping my son with hw and didn't see your messages.
I'd be happy to loan you a spare ring of chordata, mana tablet, and snorkel so you can retrieve your stuff. I'll leave them in a chest at your place.
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Post Post #18594 (isolation #116) » Fri Dec 11, 2015 8:48 am

Post by davesaz »

Maru, check your email.
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Post Post #18596 (isolation #117) » Fri Dec 11, 2015 9:36 am

Post by davesaz »

I'm referring to an email from me...
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Post Post #18606 (isolation #118) » Sat Dec 26, 2015 8:38 am

Post by davesaz »

There was something that I was wishing SP5 had, but can't remember what it was.
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Post Post #18625 (isolation #119) » Sat Jan 02, 2016 8:11 am

Post by davesaz »

I don't remember which choice this is.
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Post Post #18643 (isolation #120) » Wed Jan 20, 2016 4:21 am

Post by davesaz »

Curious if my email (several months ago) offering to op/admin went through.
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Post Post #18648 (isolation #121) » Wed Jan 20, 2016 6:59 am

Post by davesaz »

In post 18646, EspeciallyTheLies wrote:
once up and running, it will need a steady OP user - someone who plays a lot, is responsible (i.e. wont cheat items in unnecessarily) and easily reachable to help out with player issues in-game.

In post 18643, davesaz wrote:Curious if my email (several months ago) offering to op/admin went through.
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Post Post #18653 (isolation #122) » Fri Jan 22, 2016 12:42 pm

Post by davesaz »

No problem.
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Post Post #18665 (isolation #123) » Mon Jan 25, 2016 12:09 pm

Post by davesaz »

There are actually 2 modded, one called SP5 and one called Regrowth.
Vanilla is up on Maruchan's but I think Klaz is trying to move the instance over to the server that ETL had been running vanilla on.
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Post Post #18667 (isolation #124) » Mon Jan 25, 2016 7:09 pm

Post by davesaz »

Ugh, apparently outlook is deleting stuff from my sent folder. Not sure how/why that's happening but it's annoying as hell.
What do you need to know?
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Post Post #18670 (isolation #125) » Tue Jan 26, 2016 3:21 am

Post by davesaz »

The philosophy part is easy, and I don't mind if everyone knows where I stand personally on it. We're here to have fun, provided that fun isn't at the expense of others. Give people access (with possible exceptions i.e. do we have anyone identified as blacklisted??) If a malfunction or actions of other player(s) causes unreasonable damage, take reasonable steps to help fix it. It isn't a candy store so we're not handing out free diamond gear etc. except as replacements for legitimate losses. Not as much need for helping folks with setup on vanilla, but on modded it's important.
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Post Post #18672 (isolation #126) » Sat Jan 30, 2016 7:27 am

Post by davesaz »

Picking up stuff and putting it away? I went ahead and researched golems finally, maybe I'll make one too.
I wonder how you get them to store essentia?
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Post Post #18687 (isolation #127) » Sun Jan 31, 2016 6:45 pm

Post by davesaz »

I have that too.
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Post Post #18690 (isolation #128) » Sun Jan 31, 2016 7:26 pm

Post by davesaz »

vanilla and regrowth have the same issue btw
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Post Post #18694 (isolation #129) » Mon Feb 01, 2016 3:26 am

Post by davesaz »

Vanilla & SP5 are ok now. Havent tried regrowth
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Post Post #18708 (isolation #130) » Thu Mar 31, 2016 2:59 am

Post by davesaz »

Yup, it's due to the username change.

There are files on the server which is username based. ETL had the same thing happen when her userid was hijacked.
On my SP instance I can find directory saves/worldname/playerdata/ with files ArchReplicator.baub, ArchReplicator.thaum, and stringofhexnumberswhichprobablymeansme.dat.
It should be possible to recover the baubles and Thaum progress by renaming the files on the server. If the hex userid changes too when the visible changes, then we'd need to know the old and new hext uid numbers.

Do you have the rest of your inventory, aside from baubles and Thaum?

Don't know if the above method can recover quest book stuff. ETL recovered hers by gifting herself the ingredients and trashcanning the resulting loot.

Edit: hardcore questing has a directory, with players.dat file, but that file is binary and I don't know the format. Could figure it out by perusing the Java, if it is open source, but hard telling how long that might take. And it might use the hex number string as the index in which case we'd still need to know the old and new hex strings.
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Post Post #18717 (isolation #131) » Sat Apr 02, 2016 8:49 am

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Did you mean the great builds are on SP5?
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Post Post #18721 (isolation #132) » Sun Apr 10, 2016 8:57 am

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For Maru, here's my SP5 house. Didn't want to mess up the hillside with stuff, so I built a big sky platform (and then didn't bother to fill it lol).

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Post Post #18737 (isolation #133) » Tue May 03, 2016 5:35 pm

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Very nice!
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Post Post #18741 (isolation #134) » Thu May 05, 2016 10:30 am

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Thanks for doing Regrowth, it was a blast! Plus it opened my eyes to that panel in FTB, and even more fun.
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Post Post #18742 (isolation #135) » Thu May 05, 2016 10:31 am

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Oh, and I'll most likely want to join the SP6 tirekicker when it's ready, just give a holler. :D
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Post Post #18747 (isolation #136) » Sun May 08, 2016 10:45 am

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Yes on helping with beta. What was the comment in chat on regrowth being deleted? I thought you were doing that so it shouldn't be a surprise... Or do you mean FTB is dropping it?
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Post Post #18752 (isolation #137) » Wed May 11, 2016 6:36 pm

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I've had that happen numerous times on my practice world, and once on the server. :(
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Post Post #18755 (isolation #138) » Tue May 17, 2016 3:45 am

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The skyblock is a pretty hoppin place.
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Post Post #18775 (isolation #139) » Sat Jun 11, 2016 12:57 pm

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FB info sent. :D
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Post Post #18788 (isolation #140) » Sat Jun 18, 2016 5:51 am

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It's not as memory intense as some packs in the past, but Charlie's instance kept hanging during "baking" until I bumped him to 2gb. It was clearly thrashing garbage collection.
Don't know if resource packs take more memory than standard.
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Post Post #18796 (isolation #141) » Sun Jun 19, 2016 4:36 am

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I'm up to 3.5 now for the max, but I was trying to be gentle to the folk who don't have the hardware for that. :wink:
BTW that extra half gig shaved about 2 minutes off the MC startup time. Bumping Charlie from 1.5 to 2 took off at least 5 minutes. Apparently the loader is a memory hog. :eek:
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Post Post #18809 (isolation #142) » Thu Jun 23, 2016 6:43 pm

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Are you using a 64-bit java? Also java 8 is required.
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Post Post #18823 (isolation #143) » Wed Jun 29, 2016 4:13 pm

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If a tpad is moved you might want to avoid building something else there, as other people could have tpads which have it as their destination coords.
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Post Post #18832 (isolation #144) » Wed Jul 20, 2016 4:11 pm

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I have been trying various 1.9.4 modpacks on the curse client to see if there are any mods to get / avoid. Figured it would not be productive to give you info before your class lightened up.
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Post Post #18837 (isolation #145) » Fri Aug 12, 2016 1:39 pm

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We have progress. I've managed to put a pack on the Curse client. It isn't the SP6 modpack yet, but it does work.
The advantage of this method is that the mods get downloaded and installed by the client and the configs are updated when you choose the pack to make an instance.
It's also pretty easy to check mods for new versions and update a local copy of the pack for compatibility testing.
Most of the mods have updated since the beta server was started, and there are even some which have been newly updated to 1.9.4, brand new mods, and a few unofficial ports of oldies but goodies.

I'm now updating my test pack to match an upgraded version of ETL's list, and checking out the mods in the suggestion list for compatibility.
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Post Post #18838 (isolation #146) » Sun Aug 14, 2016 4:25 pm

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Server now running the ScumPack 1.3.1 file which can be found on CurseForge and the Curse client. Project link
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Post Post #18840 (isolation #147) » Tue Aug 16, 2016 5:09 am

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Yes, you're whitelisted. Right now it's a test world and we'll eventually need a clean one, but it would be a good idea to see if the pack works for you.
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Post Post #18842 (isolation #148) » Tue Aug 16, 2016 11:58 am

Post by davesaz »

Custom configs are downloaded via the Curse client and inserted into the instance if you run it that way. The client looks like it uses a list of mods and downloads them from their own projects.
We'll also need to make the full pack available the old way. That would need to contain both the mods and configs.
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Post Post #18846 (isolation #149) » Tue Aug 16, 2016 8:26 pm

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The method of updating on curse is easy. Duplicate instance, go mod shopping, playtest on ssp, publish. The old way the shopping, download, and publish are all separate and manual tasks. But that's just my opinion, I only offered to try to do it this way because it was something new to do that
might
be helpful. (I didn't even know Curse / CurseForge were useful in this way until someone mentioned finding mods there...)

BTW do y'all like the idea of using the curse client? I don't know if ETL wants to factor that in but it can't hurt to ask. ;)
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Post Post #18853 (isolation #150) » Wed Aug 17, 2016 8:54 am

Post by davesaz »

SoL is not client side only. It changes (on the server) how many bars food affects your hunger if you eat it more than once. Diminishing returns etc.
After playing a couple days with that enabled, I don't like it at all. Would need 3-4 stacks of food to go adventuring. Yeah, that would up difficulty but I can see people starving if they're not used to it.
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Post Post #18854 (isolation #151) » Wed Aug 17, 2016 8:56 am

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Dynmap was turned off on the server to see if it was causing lag. I turned it back on after M asked about it in irc.
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Post Post #18859 (isolation #152) » Thu Aug 18, 2016 4:58 am

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Removed.
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Post Post #18861 (isolation #153) » Thu Aug 18, 2016 5:18 pm

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Should we try pulling dynmap back off? I think it helped quite a bit when I did that, until someone was asking why it didn't work...
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Post Post #18873 (isolation #154) » Tue Aug 23, 2016 7:19 pm

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Something ate the tops of some trees near me.
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Post Post #18892 (isolation #155) » Sat Aug 27, 2016 7:07 am

Post by davesaz »

Getting curse installed with the minecraft plugin can trip folks up, but beyond that point it's fairly easy. The only sticky point is if you want to use a different launcher. For that case, someone installs via Curse launcher, then saves the mods and configs folder to a zip. Upload zip to somewhere it can be downloaded from and post the link. The player wanting to use the other launcher starts with a new instance with the right minecraft and forge levels, and adds in the mods and configs folder, same way we used to do it.
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Post Post #18896 (isolation #156) » Tue Aug 30, 2016 2:09 pm

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Every time I press reload on the facebook page, the group chat window doesn't come back and I have no idea how to send a message to the group until someone else sends one. :(
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Post Post #18898 (isolation #157) » Wed Aug 31, 2016 3:45 pm

Post by davesaz »

Thanks ETL!

One thing I think would help us a lot is to get some additional community feedback on desired MC level. Here is how I would characterize them:
  • 1.7.10 -- Mostly stable, still has lots of mods which haven't been seen on our servers yet, but some people may feel it's a little stale.
  • 1.8.x -- Vanilla was ok but modded never completely came together because 1.9 came out before most of the modders had adjusted to 1.8. I don't think this is an option worth further thought.
  • 1.9.4 -- Has some important new vanilla content, and some new mods which didn't exist in earlier levels. Some 1.7 standard mods are replaced by (at times not very good) knockoffs made by people who got tired of waiting. Some mods don't play well together but it's possible to put together a pack of 50-75 mods that doesn't crash all the time. Current server is on this level and has some performance issues.
  • 1.10 -- Newest version, more important new vanilla content, almost all the new mod development is on this release. There are some exciting new ideas we could try. Can be quite unstable and updates are happening really fast. Don't know how it would perform on the server.
In terms of how long it might take to get going, we could try a fresh world on the current 1.9.4 pack in just a day or two, and see what the performance does (I have not reviewed configs since I thought ETL was doing that...). It would be possible to make a 1.7.10 pack which would essentially be upgraded SP5 with selected additional mods (or requested new ones) in a week or so. If a lot of people want to be on 1.10 then getting a set of mods that work well together might take up to 2-3 weeks. If you don't mind playing for a few weeks and then switching to what we ultimately want that's an option too. And another option to fill a few weeks might be to run the server on an already existing well-known pack that enough folks can agree on. I don't think we can please everyone, but I also think it's important to have a good player base because a hopping server is a fun server.

Bottom line is, I'm volunteering to get something going but I kinda need to know what you want.
I'm probably not the most mainstream Minecraft player here and I don't want your experience to be a bad one because too much is based on my playstyle. :cool:
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Post Post #18909 (isolation #158) » Thu Sep 01, 2016 12:25 pm

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A minimalist quasi-vanilla is certainly possible as a 2nd option for folks who like a choice. I was even playing the old vanilla server with clientside mods on my own. :P
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Post Post #18915 (isolation #159) » Thu Sep 01, 2016 5:08 pm

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3 skyblock modpacks are listed in the Curse client for 1.10.2. I can't vouch for stability though... ;)
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Post Post #18917 (isolation #160) » Thu Sep 01, 2016 6:39 pm

Post by davesaz »

Heads up on that 1.10.2 vanilla server, it has block lag :(.
Bumping the memory isn't something I seem to have access to.
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Post Post #18920 (isolation #161) » Thu Sep 01, 2016 7:39 pm

Post by davesaz »

The server is crashing with a watchdog timer (tick that takes more than 60 seconds).
This is not good. It isn't technically vanilla, ETL set it up with fast leaf decay and morpheus.
I'm gonna try pure vanilla and see what happens. If that doesn't work then it will be on ETL to bug the hosting company (or we'll have to consider other options).

Edit: Pure vanilla is working ok at least for now. The current world on the vanilla server has some interesting biomes around the spawn point, so unless it starts having problems we're good to go on the vanilla side.

Spoiler: tech stuff
The forge world performed horribly on vanilla (thought loading it on vanilla might help), so it's currently running a new one that was created with vanilla. This bodes well for the modded pack perhaps getting better performance if on a new world.
Last edited by davesaz on Thu Sep 01, 2016 8:05 pm, edited 1 time in total.
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Post Post #18923 (isolation #162) » Thu Sep 01, 2016 8:17 pm

Post by davesaz »

spoke too soon about it being stable :(
another watchdog timer thing. this has to be something with the server's computing power, unless 1.10 is basically unstable even for vanilla
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Post Post #18937 (isolation #163) » Fri Sep 02, 2016 3:58 am

Post by davesaz »

On the vanilla server:
02.09 14:55:23 [Server] Server thread/WARN Can't keep up! Did the system time change, or is the server overloaded? Running 6621ms behind, skipping 132 tick(s)
with just 3 players (and it was doing this last night with 1 player!)

Is this node CPU poor or something? It is running the minecraft 1.10.2 jar, not even forge right now. Maybe multicraft is inserting something that takes a lot of resources?
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Post Post #18942 (isolation #164) » Fri Sep 02, 2016 5:14 am

Post by davesaz »

Update: those tick things aren't causing much lag right now, so maybe it will be fine. We had 3 online and just a smidge of occasional lag.
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Post Post #18948 (isolation #165) » Fri Sep 02, 2016 7:21 am

Post by davesaz »

Vanilla should be fine for now. Modded not so much.

About 20 blocks from my main mining stairs, I was mystified when I came to a small lava pool with obsidian on the edge, but no water in sight.
Kept digging, and kept my string of 50+ block tunnels with no diamonds alive. :(

Came back to the lava pool cave to see if the cave went anywhere. Turns out there was a torch on the other side. Whoever owns that hut by the lava pool next to spawn, your long straight mine ends up almost under my house over in the woods. :giggle:
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Post Post #18968 (isolation #166) » Fri Sep 02, 2016 8:58 pm

Post by davesaz »

minecraft id?
nm, found it, added you.
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Post Post #18975 (isolation #167) » Sun Sep 04, 2016 10:26 am

Post by davesaz »

Modded notice:


I'm going to take down the 1.9.4 instance and load up a brand new built from scratch 1.10.2 pack. This will be sometime tonight, my wife wants to shop now. Hopefully this will address the lag issues, but we'll need to see what it does in a server environment. I'll post another update with the new pack link and instructions
later tonight
. Yes, that means that those in the U.S. might get a new modded server for Labor Day (and those not in the U.S. get a new server for Monday ;) ).

For those familiar with curseforge it will appear as a new version 1.4 momentarily so you can check out the mod list and play around in SSP, but
the server has not been updated
.

If it works I'm thinking we go for broke and call this the actual reset, but don't get emotionally attached to stuff in case it blows up.
Once it's actually up, try not to build anything in about a 5 chunk radius from spawn, in case we decide to stay with it then we can build a nice hub there.

Reasonable requests may be accommodated, unreasonable tirades will probably be ignored. :cool:
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Post Post #18977 (isolation #168) » Sun Sep 04, 2016 4:00 pm

Post by davesaz »

As far as I know, we're planning to keep the vanilla server going too.

Update: The SP6 server is
now operational
with the ScumPack 1.4 level from CurseForge.

If using the Curse client, in the minecraft settings be sure you have "beta" chosen as preferred release, to allow the SP6 files to show.
It could probably be "release" instead but I didn't want it to look misleading if someone other than our little clan decides to download.
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Post Post #18979 (isolation #169) » Sun Sep 04, 2016 6:34 pm

Post by davesaz »

Here is a google drive folder. You want the SP6-1.4.zip file. (The SP6a.zip is the 1.9.4 pack which I'll leave out there for a while in case someone wants the world file to continue playing it.)
Forge 2076 (I think -- the latest one) for 1.10.2.

I'm up to exploring y=15 caves and no lag issues. I have not tried to automate anything yet and the only tech I've run is Tinker's smeltery, so remains to be seen if it's going to perform well.
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Post Post #18990 (isolation #170) » Mon Sep 05, 2016 9:27 pm

Post by davesaz »

Hmm, that's interesting. I couldn't get the chunk loading thing to work without making a team. Had no idea it would prevent others from interacting with the area. :(
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Post Post #18994 (isolation #171) » Tue Sep 06, 2016 4:43 am

Post by davesaz »

JourneyMap does show the chunks. I'm trying a config change to turn off claiming chunks while chunkloading is still allowed. If that doesn't work, another solution would be to put everyone on the same team or make all the teams allies of each other.

How about spawn -- how do we make it so that the spawn hut is accessible to players?
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Post Post #19003 (isolation #172) » Tue Sep 06, 2016 12:22 pm

Post by davesaz »

I looked up the definition in the wiki - a value of zero can be used, it protects only the single block at the spawn point itself (probably to prevent you from accidentally suffocating people by building there). A value of 1
should
be a 3x3 centered on the spawn point, which should be sufficient. But a mod like the FTBUtils / FTBLib might also be protecting it. If the door to the hut still won't open for a non-op then we might need to do more research.
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Post Post #19005 (isolation #173) » Tue Sep 06, 2016 5:45 pm

Post by davesaz »

I don't think ETL's change was in effect, as the spawn protection was set back to 16.
I updated it to 1, reset the server, and deopped myself. The door opens for me now when deopped, though that's not as good a test as having someone else.
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Post Post #19008 (isolation #174) » Thu Sep 08, 2016 7:04 am

Post by davesaz »

Would you like vanilla or modded?
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Post Post #19011 (isolation #175) » Thu Sep 08, 2016 10:09 am

Post by davesaz »

In post 19009, Accountant wrote:Vanilla please! :)
Added!
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Post Post #19016 (isolation #176) » Fri Sep 09, 2016 2:56 am

Post by davesaz »

^ Added
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Post Post #19037 (isolation #177) » Sat Sep 10, 2016 1:43 pm

Post by davesaz »

We have found (some of) the missing stuff on Vanilla, and the offending player, who went to great lengths to store the loot far away from civilization, has been banned. :cop:
Re-whitelisting in progress and goods that can be identified will be returned.
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Post Post #19057 (isolation #178) » Tue Sep 13, 2016 5:49 am

Post by davesaz »

Map for Rhinox connection.
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Post Post #19100 (isolation #179) » Wed Sep 28, 2016 7:49 pm

Post by davesaz »

Welcome to the jungle!

Arch Expeditions now providing jungle access via a Nether bypass. Enter at your own risk. The route *should* be secure, but it is the Nether...

Go to the nether portal hub, and enter the tunnel to Aphix's portal.
Image

At the bottom of the stairs turn right for the path to jungle.
Image

When you come to an intersection, straight through please. The side turns are
NOT safe
-- they are a davroe production and appear to be WIP. (However if you know about that project this is quite a shortcut).
Image

Continue along the passage -- it takes several more ups/downs and turns, eventually reaching the jungle portal.
On the other side your adventure awaits. The portal is in a safe room in case you arrive at night, the rest is up to you.
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Post Post #19104 (isolation #180) » Thu Sep 29, 2016 11:32 am

Post by davesaz »

From the youtube, looks like in a nutshell it's build structure, tape down right mouse button, profit!
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Post Post #19108 (isolation #181) » Fri Sep 30, 2016 5:59 am

Post by davesaz »

I'm not sure why, but my bobber doesn't rise to the top fast enough to make the afk fish farm (outside my back yard) work. :(
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Post Post #19111 (isolation #182) » Fri Sep 30, 2016 8:19 am

Post by davesaz »

No matter whether the door is open or closed, it immediately reels instead of doing empty right clicks on the door. Are you aiming at the door block behind the water, or at the door above the water? Neither one of those worked for me...
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Post Post #19115 (isolation #183) » Fri Sep 30, 2016 3:19 pm

Post by davesaz »

Ugh, it's forge :( I guess I can have two profiles, one for afk fishing and the other for normal...
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Post Post #19117 (isolation #184) » Fri Sep 30, 2016 3:54 pm

Post by davesaz »

The afk fishing works when forge is not there. Getting rid of all my client mods didn't do it, but taking out forge made it work.
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Post Post #19121 (isolation #185) » Sun Oct 02, 2016 8:26 am

Post by davesaz »

Due to the extreme memory requirements and hellacious lag, there are only 3 or so people who have played at all on the 1.10.2 modded.
I'm thinking about downloading that save for davroe and minniepanda (if they even want it), and putting up a 1.7.10.

Any objections to that? Would more people be interested in a modded which works?
Any thoughts on modpacks? I'd be fine with just picking something that has mods that most people have liked in the past.
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Post Post #19152 (isolation #186) » Thu Oct 06, 2016 3:08 pm

Post by davesaz »

Instructions on the new pack are in the OP.
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Post Post #19154 (isolation #187) » Fri Oct 07, 2016 5:11 am

Post by davesaz »

Iguana's Tinker Tweaks being added to modded. Download can be found here, use the release level 2.1.6.
https://minecraft.curseforge.com/projec ... tID=223248
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Post Post #19158 (isolation #188) » Fri Oct 07, 2016 9:19 am

Post by davesaz »

what are the issues caused by not replacing config?
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Post Post #19160 (isolation #189) » Fri Oct 07, 2016 10:05 am

Post by davesaz »

Please post the crash report.
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Post Post #19178 (isolation #190) » Wed Oct 26, 2016 4:07 pm

Post by davesaz »

:?: :eek:
:idea:
:up: :!:

:cool:
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Post Post #19181 (isolation #191) » Thu Oct 27, 2016 11:50 am

Post by davesaz »

Before the main menu? That might be a borderline memory issue.
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Post Post #19183 (isolation #192) » Sun Oct 30, 2016 7:33 am

Post by davesaz »

Can you start a SP world? If it starts then it's less likely that this is just a case of not quite enough memory.
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Post Post #19186 (isolation #193) » Sun Oct 30, 2016 3:05 pm

Post by davesaz »

Did you try the experiment anyway?
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Post Post #19188 (isolation #194) » Mon Oct 31, 2016 3:20 am

Post by davesaz »

True, I did not see that.
Do you happen to remember where you were when you logged out the last time?
There are a couple of regions of chunks that lag spike upon entry. Tentative diagnosis is that it's spamming network updates to players in those chunks.
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Post Post #19190 (isolation #195) » Thu Nov 10, 2016 3:40 pm

Post by davesaz »

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Post Post #19192 (isolation #196) » Thu Nov 10, 2016 4:34 pm

Post by davesaz »

which server & mc names?
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Post Post #19193 (isolation #197) » Fri Nov 11, 2016 8:45 am

Post by davesaz »

The modded server lag near spawn appears to be fixed by removing shelving units (from magneticcraft, I think).
ETL's lag in the swamp is probably from the same source. So once you've done the quest you shouldn't use those.
Besides they're reported as buggy anyway. ;)

Bonus effect, I now have a shiny new Java profiler. :cool:
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Post Post #19197 (isolation #198) » Wed Nov 23, 2016 4:53 pm

Post by davesaz »

I have the noise thing too, even though nothing actually running at the location I login from. I think it has something to do with sound system init.
Modded didn't even log you trying to connect. Not sure how to interpret that.
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Post Post #19210 (isolation #199) » Fri Dec 09, 2016 7:24 pm

Post by davesaz »

Yar me hearties!

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