Sorry--wasn't clear about that. I set this property on the server:
I:maxDimensionsPerPlayer=1
And it seems to apply to admins, even when using the "Cheater" dimlet
Yes, Maybe I should have the cheater dimlet ignore that option
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
I have a question about RFT Dimensions that I can't seem to find the answer to by messing around in-game (even creative) or searching the internet. (I'm running version 1.1x-4.51 in the Direwolf20 pack for 1.10.2 if that helps any.)
I'm trying to create a dimension with a relatively normal look but a strictly limited set of biomes -- for example, the six variations of Mesa plus Rivers, for a sort of "Grand Canyon World." All the instructions I've found deal with creating worlds with single biomes (like void worlds or flat plains mining worlds) or with the full biome distribution of the overworld. I've tried putting the biomes I want into the dimension tab, both with and without a default biome controller (even though adding that makes the inscriber give a warning that there are too many biomes listed for that controller). I've tried spawning some of the the uncraftable controllers like "filtered" too.
No matter what I try, the results always involve entering the dimension at a fair sized patch of the chosen biomes, but that patch is surrounded by all sorts of other unwanted biomes, like this:
I have a question about RFT Dimensions that I can't seem to find the answer to by messing around in-game (even creative) or searching the internet. (I'm running version 1.1x-4.51 in the Direwolf20 pack for 1.10.2 if that helps any.)
I'm trying to create a dimension with a relatively normal look but a strictly limited set of biomes -- for example, the six variations of Mesa plus Rivers, for a sort of "Grand Canyon World." All the instructions I've found deal with creating worlds with single biomes (like void worlds or flat plains mining worlds) or with the full biome distribution of the overworld. I've tried putting the biomes I want into the dimension tab, both with and without a default biome controller (even though adding that makes the inscriber give a warning that there are too many biomes listed for that controller). I've tried spawning some of the the uncraftable controllers like "filtered" too.
No matter what I try, the results always involve entering the dimension at a fair sized patch of the chosen biomes, but that patch is surrounded by all sorts of other unwanted biomes, like this:
Any suggestions?
It is possible that filtered is broken. I have to check it out
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
It is possible that filtered is broken. I have to check it out
Okay, so it sounds like Filtered is the one that's supposed to do what I want. Unfortunately there doesn't appear to be any way to create those in survival -- only Single and Default have standard crafting recipes, and the dimlet workbench doesn't seem to allow construction of them either, but maybe there's something I'm missing.
Can they spawn in the dimlet buildings in random dimensions? Are they something you're supposed to have to find there, requiring lots of exploration for each one you want to use? (Knowing my sad RNG luck, I might never find one. XD)
Also, am I correct in assuming that (like with modifiers) the biome controller dimlet goes after the list of biomes?
Edit:
I've now tried it several times with very simple dimension tabs with an assortment of two or three random biomes, and in no case does it seem to actually work as expected. It seems like the terrain, when generated normally using that biome controller, simply follows the same biome distribution and topology as the overworld, save for differences in features, etc. There's a funny story of how I came to that conclusion:
When all the "filtered" dimensions I made were starting me out in the same biomes no matter which two or three I randomly used in the tab (although it took me a few tries because I was getting insane random features and materials for the other things I'd left random, like big spheres of netherrack and cobblestone with large, amoebic bodies of water all encased in a solid, neverending block of stained glass, or a checkerboard of spruce log hills and liquid honey-filled valleys, despite having installed that filtered biome controller which I would expect to have precluded any checkerboard layouts), I realized something odd was going on, and started taking a closer look at the overworld.
You see, the single player game I was using to test all this happened to be one where I'd used a seed that starts you right between some jungle and a mesa. I hadn't really mapped out any of it until then, just plopped down some dimension builders and stuff and got to work... You know that big patch of mesa in the dimension map I linked? The mesa I assumed was due to including mesa biomes in the dimension tab? Turns out it's perfectly congruent with the mesa in the overworld, and is bordered by all the same biomes. This is what I get for not testing my assumptions!
With the Machine information module I can get a screen to show me how much living matter I have in a spawner, but is there a way to get this as a redstone signal?
if livingmatter <100 redstone =true
Of course I want to use this to control a Matter beamer
Not right now I'm afraid. I might add some support for this in rftools control though
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I'm not ignoring it. I just don't know what's wrong and how to fix. Also what's wrong with line 93? I know there is an issue with filtered controller but not sure if the bug is there exactly?
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
The values for the enum for filtered don't actually matter that much as this is a special case. I'll check out what's wrong with this but it will not be because of that -1/0. -1 actually means that the number of biomes given can be variable. The problematic thing is that I cannot reproduce this problem in a dev env without biomes of plenty present. That makes it harder to figure out what's wrong
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I have a question, I'm playing SF3 and I'm trying to work on RFTools but I'm trying to make a feature dimlet for orbs or tendrills but i cant seem to find a way to make them without making multiple worlds. Also all the worlds I make don't have any features, is there maybe certain dimlets that need to be put into it?
I have a question, I'm playing SF3 and I'm trying to work on RFTools but I'm trying to make a feature dimlet for orbs or tendrills but i cant seem to find a way to make them without making multiple worlds. Also all the worlds I make don't have any features, is there maybe certain dimlets that need to be put into it?
You have to make multiple worlds for now I'm afraid
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
I'm having some issues testing out the spawner. No matter what kind of syringe I put into the spawner, it just says "nullRF" instead of displaying the required materials and RF cost. I've set it up so I only have rftools (1.1x-5.82) along with the required mcjtylib (1.1x-2.3.4) and CompatLayer (1.11-0.1.7) running on Minecraft 1.11.2 with forge 13.20.0.2226. I haven't touched the configuration file but I went ahead and uploaded it to pastebin for you to check. Let me know if there are any specific logs you want me to provide.
Edit to prevent double posting:
A friend of mine is having issues getting rftools to work. He's running the same setup I am for mods/forge/java version as mentioned before, the only difference is he's running windows 10 whereas I'm on a mac. For whatever reason his game is freezing up when initializing rftools as seen in this screenshot. It isn't creating a crash log file so we had to copy the game output which you can find here. I'm honestly at a loss as to what could be causing it.
I'm having some issues testing out the spawner. No matter what kind of syringe I put into the spawner, it just says "nullRF" instead of displaying the required materials and RF cost. I've set it up so I only have rftools (1.1x-5.82) along with the required mcjtylib (1.1x-2.3.4) and CompatLayer (1.11-0.1.7) running on Minecraft 1.11.2 with forge 13.20.0.2226. I haven't touched the configuration file but I went ahead and uploaded it to pastebin for you to check. Let me know if there are any specific logs you want me to provide.
Edit to prevent double posting:
A friend of mine is having issues getting rftools to work. He's running the same setup I am for mods/forge/java version as mentioned before, the only difference is he's running windows 10 whereas I'm on a mac. For whatever reason his game is freezing up when initializing rftools as seen in this screenshot. It isn't creating a crash log file so we had to copy the game output which you can find here. I'm honestly at a loss as to what could be causing it.
For the spawning issue. Is that rftools config generated with an older version perhaps? Try removing it and let rftools generate it again to see if that helps.
For your friends problem: Xmx1G is the problem. 1G ram is not enough. Modded 1.10 requires a lot more memory then that
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
For the spawning issue. Is that rftools config generated with an older version perhaps? Try removing it and let rftools generate it again to see if that helps.
For your friends problem: Xmx1G is the problem. 1G ram is not enough. Modded 1.10 requires a lot more memory then that
Looks like it was an old version of the config left over. That part is working now.
As for my friend's problem, it is most certainly not the memory. We already messed around with that setting up to 6G (he has 8G installed total, so that's about as far as we can go.) with the exact same results. You can even see in the screenshot that the memory usage isn't even near the 1G cap during initialization.
Looks like it was an old version of the config left over. That part is working now.
As for my friend's problem, it is most certainly not the memory. We already messed around with that setting up to 6G (he has 8G installed total, so that's about as far as we can go.) with the exact same results. You can even see in the screenshot that the memory usage isn't even near the 1G cap during initialization.
Then no clue. Never saw something like this before
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
So I have a couple of questions about elevators, and I've searched to see if I can find answers any where and so far, I've had no luck.
So I'm trying to build a really tall elevator (Or, in fact, several really tall elevators) but I can't work out how to build them.
The distance between the stops is 130 blocks. I can't get screens to travel that distance vertically, and it appears I can't get elevators on redstone signals to travel that far either :/
Both elevators
So two questions I guess:
Is there a maximum distance between elevator blocks?
If so, is there any way to extend the range, without resorting to multiple separate elevators?
Is there a way to get around the Y distance limit of 33 on Screens?
So I have a couple of questions about elevators, and I've searched to see if I can find answers any where and so far, I've had no luck.
So I'm trying to build a really tall elevator (Or, in fact, several really tall elevators) but I can't work out how to build them.
The distance between the stops is 130 blocks. I can't get screens to travel that distance vertically, and it appears I can't get elevators on redstone signals to travel that far either :/
Both elevators
So two questions I guess:
Is there a maximum distance between elevator blocks?
If so, is there any way to extend the range, without resorting to multiple separate elevators?
Is there a way to get around the Y distance limit of 33 on Screens?
Thanks in advance!
Cheshire Noir.
1. There doesn't appear to be one. I set up a quick test from bedrock to the overworld limit, and it worked fine.
2. see above.
3. The elevator button module can be tied to any elevator block in the chain and it'll register all the floors. Just set up a screen controller on each floor and you're good to go.
So I have a couple of questions about elevators, and I've searched to see if I can find answers any where and so far, I've had no luck.
So I'm trying to build a really tall elevator (Or, in fact, several really tall elevators) but I can't work out how to build them.
The distance between the stops is 130 blocks. I can't get screens to travel that distance vertically, and it appears I can't get elevators on redstone signals to travel that far either :/
Both elevators
So two questions I guess:
Is there a maximum distance between elevator blocks?
If so, is there any way to extend the range, without resorting to multiple separate elevators?
Is there a way to get around the Y distance limit of 33 on Screens?
Thanks in advance!
Cheshire Noir.
What version of RFTools? There was a bug preventing elevator blocks above level 128 from working correctly in all cases. Has been fixed now
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
Yes, Maybe I should have the cheater dimlet ignore that option
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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That'd be great. Thanks!
I have a question about RFT Dimensions that I can't seem to find the answer to by messing around in-game (even creative) or searching the internet. (I'm running version 1.1x-4.51 in the Direwolf20 pack for 1.10.2 if that helps any.)
I'm trying to create a dimension with a relatively normal look but a strictly limited set of biomes -- for example, the six variations of Mesa plus Rivers, for a sort of "Grand Canyon World." All the instructions I've found deal with creating worlds with single biomes (like void worlds or flat plains mining worlds) or with the full biome distribution of the overworld. I've tried putting the biomes I want into the dimension tab, both with and without a default biome controller (even though adding that makes the inscriber give a warning that there are too many biomes listed for that controller). I've tried spawning some of the the uncraftable controllers like "filtered" too.
No matter what I try, the results always involve entering the dimension at a fair sized patch of the chosen biomes, but that patch is surrounded by all sorts of other unwanted biomes, like this:
Any suggestions?
It is possible that filtered is broken. I have to check it out
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Okay, so it sounds like Filtered is the one that's supposed to do what I want. Unfortunately there doesn't appear to be any way to create those in survival -- only Single and Default have standard crafting recipes, and the dimlet workbench doesn't seem to allow construction of them either, but maybe there's something I'm missing.
Can they spawn in the dimlet buildings in random dimensions? Are they something you're supposed to have to find there, requiring lots of exploration for each one you want to use? (Knowing my sad RNG luck, I might never find one. XD)
Also, am I correct in assuming that (like with modifiers) the biome controller dimlet goes after the list of biomes?
Edit:
I've now tried it several times with very simple dimension tabs with an assortment of two or three random biomes, and in no case does it seem to actually work as expected. It seems like the terrain, when generated normally using that biome controller, simply follows the same biome distribution and topology as the overworld, save for differences in features, etc. There's a funny story of how I came to that conclusion:
When all the "filtered" dimensions I made were starting me out in the same biomes no matter which two or three I randomly used in the tab (although it took me a few tries because I was getting insane random features and materials for the other things I'd left random, like big spheres of netherrack and cobblestone with large, amoebic bodies of water all encased in a solid, neverending block of stained glass, or a checkerboard of spruce log hills and liquid honey-filled valleys, despite having installed that filtered biome controller which I would expect to have precluded any checkerboard layouts), I realized something odd was going on, and started taking a closer look at the overworld.
You see, the single player game I was using to test all this happened to be one where I'd used a seed that starts you right between some jungle and a mesa. I hadn't really mapped out any of it until then, just plopped down some dimension builders and stuff and got to work... You know that big patch of mesa in the dimension map I linked? The mesa I assumed was due to including mesa biomes in the dimension tab? Turns out it's perfectly congruent with the mesa in the overworld, and is bordered by all the same biomes. This is what I get for not testing my assumptions!
Not right now I'm afraid. I might add some support for this in rftools control though
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
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I'm not ignoring it. I just don't know what's wrong and how to fix. Also what's wrong with line 93? I know there is an issue with filtered controller but not sure if the bug is there exactly?
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
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The values for the enum for filtered don't actually matter that much as this is a special case. I'll check out what's wrong with this but it will not be because of that -1/0. -1 actually means that the number of biomes given can be variable. The problematic thing is that I cannot reproduce this problem in a dev env without biomes of plenty present. That makes it harder to figure out what's wrong
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I have a question, I'm playing SF3 and I'm trying to work on RFTools but I'm trying to make a feature dimlet for orbs or tendrills but i cant seem to find a way to make them without making multiple worlds. Also all the worlds I make don't have any features, is there maybe certain dimlets that need to be put into it?
You have to make multiple worlds for now I'm afraid
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
I'm having some issues testing out the spawner. No matter what kind of syringe I put into the spawner, it just says "nullRF" instead of displaying the required materials and RF cost. I've set it up so I only have rftools (1.1x-5.82) along with the required mcjtylib (1.1x-2.3.4) and CompatLayer (1.11-0.1.7) running on Minecraft 1.11.2 with forge 13.20.0.2226. I haven't touched the configuration file but I went ahead and uploaded it to pastebin for you to check. Let me know if there are any specific logs you want me to provide.
Edit to prevent double posting:
A friend of mine is having issues getting rftools to work. He's running the same setup I am for mods/forge/java version as mentioned before, the only difference is he's running windows 10 whereas I'm on a mac. For whatever reason his game is freezing up when initializing rftools as seen in this screenshot. It isn't creating a crash log file so we had to copy the game output which you can find here. I'm honestly at a loss as to what could be causing it.
For the spawning issue. Is that rftools config generated with an older version perhaps? Try removing it and let rftools generate it again to see if that helps.
For your friends problem: Xmx1G is the problem. 1G ram is not enough. Modded 1.10 requires a lot more memory then that
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
Looks like it was an old version of the config left over. That part is working now.
As for my friend's problem, it is most certainly not the memory. We already messed around with that setting up to 6G (he has 8G installed total, so that's about as far as we can go.) with the exact same results. You can even see in the screenshot that the memory usage isn't even near the 1G cap during initialization.
Then no clue. Never saw something like this before
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
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Thanks for the awesome mod. :-)
I have used the shields for a wither killing machine and thanks to the timer and logicgate, I could also fully automate it.
Base version:
Improvements (kill 6 at once):
Fully automated:
Very nice!
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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Hi All!
So I have a couple of questions about elevators, and I've searched to see if I can find answers any where and so far, I've had no luck.
So I'm trying to build a really tall elevator (Or, in fact, several really tall elevators) but I can't work out how to build them.
The distance between the stops is 130 blocks. I can't get screens to travel that distance vertically, and it appears I can't get elevators on redstone signals to travel that far either :/
Both elevators
So two questions I guess:
Thanks in advance!
Cheshire Noir.
1. There doesn't appear to be one. I set up a quick test from bedrock to the overworld limit, and it worked fine.
2. see above.
3. The elevator button module can be tied to any elevator block in the chain and it'll register all the floors. Just set up a screen controller on each floor and you're good to go.
What version of RFTools? There was a bug preventing elevator blocks above level 128 from working correctly in all cases. Has been fixed now
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
According to the Mod List screen we're running 1.1x-5.76 which seems a few behind "production". Worth me hassling my server owner?
Thanks for the prompt reply BTW! I was starting to get very confused.