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Posted: Thu Jan 08, 2015 3:54 pm
by EspeciallyTheLies
Test server is back with the following changes:
- Sanguimancy removed.
- Pam's HarvestCraft added (see doc for link)

You do not need a new config file at this time.

Posted: Thu Jan 08, 2015 4:07 pm
by Klazam
maaaan

just visited old vanilla. fishy's jungle temple still best MS build

Posted: Thu Jan 08, 2015 5:28 pm
by Impossibear
In post 17747, Maestro wrote:'14's askin' for stuff
#gerroffmahlawn


I demand that Maestro gets a bigger lawn. It's getting uncomfortably crowded.

Posted: Fri Jan 09, 2015 3:05 am
by Maestro
In post 17750, EspeciallyTheLies wrote:Test server is back with the following changes:
- Sanguimancy removed.
- Pam's HarvestCraft added (see doc for link)

You do not need a new config file at this time.

Just curious, maybe there's some process going on here I haven't heard about. Why is the information under the "Changelog" tab RE: Pam's HarvestCraft no longer important enough to warrant not including it in the pack? It's another worldgen-heavy mod that doesn't offer anything other than food options. It literally changes nothing about the game other than you now have an overabundance of things that can produce the "chomp-chomp" sound and the particle effect that happens when you eat. There's nothing special about most of the food, and if it crowds out mods that're actually useful like Botania, BoP, Natura, and others...I just don't see how it's any better than Metallurgy.

"don't need"
:wink:

Posted: Fri Jan 09, 2015 3:46 am
by EspeciallyTheLies
the way the mod works changes my biggest issue with it, which was full inventory of seeds when I just want wheat. they don't drop from grass anymore. you have to find them. and most of the other players like and want it so it's not a big deal since that change was made. :]

also the change log tab hasn't been updated in a while. I've been busy with school but I'm gonna do some work on it this weekend so it should be updated by then.

Posted: Fri Jan 09, 2015 6:11 am
by Impossibear
In post 17753, Maestro wrote:I just don't see how it's any better than Metallurgy.


Pams HarvestCraft:

Pros: Awesome, fun food options, including some that increase saturation, and others that fill lots of food for low effort. Pretty fruit trees that work with MFR fruit picker. Does not clutter inventory anymore. World gen is unobtrusive. More than a few people specifically asked about it several times and want it in the pack.

Cons: It's just food.

Metallurgy:

Pros: Pretty shinies! Unique armors. Platinum = TE shiny metal. Expanded metals for Tinker's construct. Cheap early game crusher.

Cons: Clutters the fuck out of the ore table. Disabling things fucks with other stuff. Does not handle oregen properly.

The pros in Metallurgy are solved by other mods. Unique artifacts adds things that can satisfy your need to collect stuff, and the effects you can find are more fun than a pretty ingot that does nothing more than sit in your ore chest. We have enough unique armors from other mods, that also add other effects on top of being different than Vanilla armors. Unique Artifacts also adds armors with new enchantments and different looks. TE has added shiny ore to world gen and with digiminer and Thaum cinnabar, among other solutions, shiny metal isn't, and never really was, a big issue. Tinker's has more than enough metals to satisfy what it's used for. AE grinder is one option for early crushing. Tinker's smeltery, now that you can create one as small as 1x1x1, can double ores and is relatively easy to get early on. There are other options as well but I can't think of them off the top of my head.

The pros in Pam's aren't really offered by anything else we have in the pack. The only thing that really comes close is BoP's apple trees. You know Natura's fruit bushes are a crock of shit. They help you survive early but they aren't a long term food solution. Even making them into berry medlies only fills a few food bars. The best thing about Natura's berries are the saturation aspect.

It no longer crowds the world gen. The author adjusted it a lot for 1.7.10 to address the kinds of complaints most people had about it in 1.6.4. You can't even really tell it's in the pack unless you come across a patch of food plants. Botania, BoP and Natura all have their place just fine.

(This is more for others than for M since I know he's just bitching at me about missing shinies :P You'll take your unique artifacts and you'll like it! ♥)

Posted: Fri Jan 09, 2015 6:38 am
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.

Posted: Fri Jan 09, 2015 6:50 am
by Klazam
In post 17756, davesaz wrote: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.


Iron is standard
Finding coal at normal rate
this is fine imo
^
haven't found a diamond vein
Agree
Found some veins of yellorite

Posted: Fri Jan 09, 2015 6:52 am
by Impossibear
Spoiler: ETL's responses
In post 17756, davesaz wrote: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.
    It is, but it should be on par, or a little less, than SP3. In SP3 iron gen was through the roof. SP4 iron generation should be more relevant for its uses.

  • Coal looks like it's seriously down from SP3. Maybe just unlucky though.
    This could be. I do have a note to bump coal generation up to the same values as iron. This has generally been a good setting for us.

  • Tin and copper are way down but that's to be expected with trying to limit oregen to one mod per ore.
    Will update. After disabling tin/copper oregen from like 4 other mods, it's expected that some tweaking will need to happen for these to get it right.

  • 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.
    Oregen in SP3 is close to what we want for tin/copper. See note on last point for this - will adjust.

  • Diamonds may be up slightly from SP3, or I might just be luckier this world.
    In my SSP testing, Diamonds were way too scarce. I'm surprised they are more plentiful than SP3 - our current server has an overabundance of diamonds; it was buffed a bit too much but I couldn't change it by the time I realized. I'll need to do some more testing on this myself as it's hard to gauge how you did in your mining. Diamonds are not as critical for advanced crafting in modded - ender pearls are the new diamonds :P - but they are used in a few useful recipes that shouldn't be impossible to get, so having a higher than usual generation here is ok. Will check.

  • 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.
    LOL I AGREE! I hate that stupid crank.

  • Was yellorite nerfed compared to SP3? I haven't found a single vein yet.
    Depends on the y-level. In SSP I found enough to get started. I made no direct nerfs to the generation (and I didn't change gen values for SP3), so if it seems less than SP3 that could be the mod author's own changes. I will look into it. Big Reactors is going to be mid to late game power, and likely end up powering people's bases for the duration once obtained, so if it's a bit difficult to get at first that's ok. Digiminer will quickly resolve any deficit in Yellorite collection.

Excellent feedback, Arch. This is exactly the kind of stuff I want to know about. Responses in red.

Posted: Fri Jan 09, 2015 7:38 am
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. ;)

Posted: Fri Jan 09, 2015 9:17 am
by Maestro
In post 17755, Impossibear wrote:This is more for others than for M since I know he's just bitching at me about missing shinies

Uh, ok. I asked you what had changed since the information on that tab of the Doc and I wasn't bitching about anything. If there were changes made that made it no longer a shitty mod that's what I was asking about, since I obviously only have an opinion of the mod based on what I saw in SP3 or previous.

That said, my desire for Metallurgy isn't just to collect shiny things. It's not nearly as much random-useless-Ore as Pam's is/was random-useless-food. Besides that, I think it's odd to have a hierarchy list of ingots/tools/armor that's about 5 things long. Sue me for wanting other stuff with different options to break up the monotony of ZOMGEVERYTHINGMUSTBEMANYULLYN.

Posted: Fri Jan 09, 2015 9:17 am
by Maestro
Anyway, how does one switch to Survival and back on the Test Server?

Posted: Fri Jan 09, 2015 9:18 am
by Maestro
In post 17759, davesaz wrote: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. ;)

Heh. I feel like doing this too.

Posted: Fri Jan 09, 2015 9:20 am
by Impossibear
In post 17761, Maestro wrote:Anyway, how does one switch to Survival and back on the Test Server?

You can't unless OP. I made Klaz and Dav OPs, so they OP others if they are around too. Being OP really can't break anything on the test server. There's no whitelist so I think it's fine.

Posted: Fri Jan 09, 2015 9:35 am
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

Posted: Fri Jan 09, 2015 9:49 am
by Impossibear
Hmmm...

copper definitely needs to get buffed more.
coal bumped a notch.


i buffed ferrous for sp4 intentionally. in my ssp testing, i saw practically none of it. but it could get bumped back down a notch. doesn't need to be THAT high.

Posted: Sun Jan 11, 2015 5:18 am
by fuzzybutternut
All of the dimensions work just fine (I obviously didn't test large amounts of Myst ages), but none of them crash the server.

I tried to test some blood magic stuff but I couldn't get the orb of testing to work, so if anyone can figure out something there I'd be very grateful.

Structures spawn correctly. I haven't found any bugs with any world gen structures and they seem to be rare enough to not intrude on building but common enough to not have to run a million blocks to find them.

Lucky blocks spawn correctly.

RogueLikes spawn differently according to biome, apparently. Found a nifty ice one.


Umm, let's see...
The RF Baubles mod works, but I'm not entirely sure
how
it works. I'll do some research and properly test it. Blocks dont crash the server though, so that's a start.

Botania stuff works, as expected.

Ludicrite is ludicrous, but it works.

TT works

TF works and is beautiful as always. All the bosses work (and hurt. ow.)

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand, AE2 works :D

Posted: Sun Jan 11, 2015 1:05 pm
by EspeciallyTheLies
Thanks dav!

ScumPack 4.0 is ready!

The blog has been updated with the new information for the SP4 server. There is a download link there as well. I'll be uploading a copy of the SP3 world for anyone who wants it.

The OP has also been updated - please note that the modded server IP is different! Come to the IRC to join us!

Posted: Mon Jan 12, 2015 9:00 am
by Maruchan
In post 17762, Maestro wrote:
In post 17759, davesaz wrote: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. ;)

Heh. I feel like doing this too.

i calculated this once. too bad i dont remember what it all was..

Posted: Wed Jan 14, 2015 8:04 am
by Nexus
Have set up a massive field for crops.

Am making about three stacks of bread per day or so, plus other stuff.

If you want food, please feel free to come to my house (coords will be added later) and take some.

I accept payment in ores or whatever, or take it for free if that's what you want.

If you decide to empty the field out, though, please replant what you take.

Ta.

Posted: Wed Jan 14, 2015 8:22 am
by EspeciallyTheLies
nexus is so nice!! thanks nexus :)

I will bring you gifts.

Posted: Wed Jan 14, 2015 8:32 am
by Nexus
Also planning on making more fields for more crops.

Will end up with more wheat than your bodies can handle.

Posted: Wed Jan 14, 2015 3:37 pm
by Maestro
Nexus I haven't yet found words to express my love for your avatar

Posted: Wed Jan 14, 2015 7:26 pm
by Nexus
Eucalyptus doors are fuck ugly.

Posted: Fri Jan 16, 2015 4:40 am
by Xalxe
*whistles innocently*

I was going to ask for a whitelist on the Vanilla server but it let me log on anyway. Is your whitelist broken?