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    posted a message on [1.6.4] SolitaryCraft+ PvE survival server | Whitelist | 24/7
    OTHER INFO

    Use NEI and research the mods on the Internet. Feel free to ask questions, but don’t exhaust everyone by asking them constantly.

    I may remove mods/recipes if I deem them too buggy or exploitive.

    Patches will likely happen every couple of weeks or so. There’s no set schedule, though.

    The IC2 Nuke is turned off. I also turned off the explosion defaults in Gregtech. Rain should not cause your Gregtech machines to explode. You still have to use wrenches to remove machines, though.

    Don’t update SolitaryCraft if it asks, without first making sure the server has been updated. Otherwise, you may not be able to get in.

    I do intend to add more mods in the future, but only once I’ve determined the server is stable and lag-free. Mod suggestions are welcome, but any mod that makes the game easier is unlikely to be considered. I probably won’t install Mo’Creatures. It’s a lot of work to get the creature spawn rate tolerable. Project Zulu adds quite a few new creatures anyway, as does Ars Magica 2 and some of the others. Mods that add new biomes are also unlikely to be considered. The lag becomes unbearable.

    As much as I’d love to add in more dimension mods, I’ve had trouble getting them on and stable. All the clients crash when someone enters a portal if there’s more than one person on the server. I might in the future add Twilight Forest, make a single portal near the starter spawn zone, and then shut off portal creation, but only once some stability has been established. Unfortunately, that still means no Mystcraft unless we can figure out what’s causing the crash.

    There *are* other dimensions still in the game, and I’ve decided to leave in the recipes that allow you to make their portals. If you make a portal to one of these dimensions, please either wait until no one else is online before hopping through the first time (which seems to work fine), or give everyone advanced warning and time to get to safety. Please don’t abuse this, or I’ll have to remove the recipes.



    KNOWN ISSUES

    Since ProjectRed-Exploration (World) is not installed due to lag issues, the ProjectRed tools can’t be made.
    Posted in: PC Servers
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    posted a message on [1.6.4] SolitaryCraft+ PvE survival server | Whitelist | 24/7
    This is a new (started 1 Dec 2013), Normal difficulty survival server with an emphasis on building and exploring. It’s not about racing to end game. We’re looking for friendly, courteous players who enjoy a challenge, don’t need a lot of hand-holding, and are comfortable doing their own thing, but enjoy having others around.

    Trading and merchant setups are highly encouraged.

    This is a Gregtech-modified server.

    There are no themes with building. Build whatever you want, so long as it's not crude. Take advantage of the Schematica mod and schematics from places like http://www.minecraft-schematics.com/ and http://www.mcschematics.com/ to make fabulous buildings, pixel art, and more.



    SERVER

    Whitelist
    Up 24/7 (minus maintenance)
    Daily, iterative backups (3 days’ worth)
    Located in Dallas, Texas USA (Central timezone; -6 GMT)
    Prepaid for a year
    2 GB of RAM
    Max 40 users
    ADMIN: DeadlyAccurate



    RULES
    • No griefing, hacking, or cheating.We ask that you also turn off Entity Radar in Zan’s Minimap and any map writer you use.
    • No stealing from other players or engaging in non-consensual PvP.
    • No sexist, racist, or homophobic remarks. No bullying. That goes both toward other players and in general.
    • No whining, excessive complaining, stirring up drama, or hogging chat. If your username fills up 90% of the chat log, you’re probably exhausting everyone on the server.
    • Expletives are okay, as long as they aren’t excessive. Any insult directed toward other players is unacceptable. “That ****ing creeper just blew up my house!” is fine. “You’re an idiot!” is not.
    • Be courteous when building near others. If you think you’re encroaching on someone’s area, ask. Conversely, if you don’t want anyone near you, move far away. Don’t expect to build a 1:1 recreation of Buckingham Palace at the world spawn point.
    • No crude art or builds.
    • Admins will not replace lost items, teleport players, or make world edits.
    APPLICATION

    You should have a basic understanding of how to mod Minecraft, because I intend to patch and add mods. If you’re interesting in joining, fill out the application.

    I’ll be adding new players slowly, testing the lag with more concurrent users as I go, so if you don’t hear back from me immediately, don’t worry. I’ll update the post if I’ve decided to lock the server.

    If you're accepted, I'll PM you the server IP/port when you've been added to the server.
    1. In-game Name:
    2. Do you understand enough about modding your client to be able to update and add mods?
    3. What is the last rule in the rules list?
    INSTALLATION

    Use ATLauncher and install the SolitaryCraft 7.0-beta6.2 pack. Select the following mods:

    Client-only (optional but recommended):

    Optifine
    Damage Indicators
    Inventory Tweaks
    Schematica
    Zan’s Minimap and/or Mapwriter (alternatively, you could install JourneyMap separately)

    Required:

    BalkonsWeaponMod
    Bibliocraft
    Bibliowoods-Forestry
    Bibliowoods-BiomesOPlenty
    Bibliowoods-Natura
    MagicBees
    EnchantingPlus
    BinniesMods
    Carpenter’s Blocks
    Forestry
    Railcraft
    Steve’s Carts
    IronChests
    BiomesOPlenty
    Natura
    WR-CBE
    NEIAddons
    NEIPlugins
    ObsidiPlates
    Billund
    Chisel
    Xeno’s Reliquary
    Agriculture Mod
    Ars Magica 2
    Buildcraft
    IndustrialCraft2
    Gregtech
    Nuclear Control
    Modular Powersuits
    Power Boxes
    Unique Artifacts

    In addition, install the following mods manually (note the version nbrs):

    Barrels3.3 beta 2
    Blood Magic v0.6.4
    Thaumcraft 4.0.5b
    Project Zulu Complete v.1.1.6.4 (check the archives at the bottom of the page for this version)
    WAILA (try 1.4.1; this is a client-side only mod, though, so any 1.6.4 version should work)
    Witchery 0.11-0_164
    Hex Wool 0.2.2
    Small Boats 0.10.6
    Project Red 4.1.0 build 13 - all but World
    Custom Stuff 0.10.6b Beta Universal

    Delete Forestry-A-2.3.0.6 from the /mods folder and replace with
    Forestry-A-2.3.0.7

    Delete BiomesOPlenty-universal-1.6.4-1.1.3.157.jar from the /mods folder and replace with
    BiomesOPlenty-universal-1.6.4-1.1.2.92.jar

    Delete Forge 9.11.942 in the /jarmods folder and replace it with
    9.11.953.
    (download the Universal .jar file instead of the installer)

    Replace the contents of your config folder with mine.
    Posted in: PC Servers
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Thank you! I can't wait to try this out, especially with Mystcraft.
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    I did a search on how to fix the blank config issue, and although I saw several mentions, I didn't seem to find one that said, "Do this, and you'll fix the problem."

    I'm attempting to run ExtrabiomesXL on MC 1.2.5.

    Here are the mods I'm currently running that are working fine (I'm using MultiMC):

    Jar Mods:

    Forge 3.3.8.170 (I have to use this specific version for one of the mods I'm running, but I don't remember which one; Railcraft maybe?)
    CodeChickenCore-Client 0.5.5
    NotEnoughItems-Client 1.3.0.1
    LCTrees++ v1.3.46 client [1.2.5]
    MC 1.2.5 - Player API client 1.5
    Optifine_1.2.5_HD_S_C6
    Mystcraft

    /mods folder:

    1.2.5 Frames-2.2
    1.2.5 Wallpaper-2.2
    Battletowers AS
    Buildcraft 2.2.14 (all modules)
    ComputerCraft 1.41
    coral-reef-1.2.5-forge-client
    Kaevator-SuperSlopes-1.2.5
    More Pistons 1.0
    multiPageChest_1.0.12_Client
    NEI_RedPowerPlugin 1.3
    Railcraft_Client_5.4.7b
    Redpower (all modules)
    Ruins 1.2.5 client
    Smart Moving
    The Twilight Forest
    Balkon's Weapons Mod
    Custom Stuff 2
    Rei's Minimap

    At the very least, could someone PM me their config, and I can see if that will fix the problem?

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from FnordMan

    Let's just say that there's a reason i'm stuffing *everything* mod related into the greater than 255 range for the mods i'm assembling for 1.3.2. Now that forge has it's own 4096 Block ID patch there's tons to work with in the 500+ range. (like at least a thousand of them)
    Less than 255 can be Mojang's playground, I won't touch it anymore if I can avoid it.


    I'm glad I figured out how to get mIDas to work. I plan to do this change before I upgrade to 1.3.2, so it's one less change to worry about later down the road. You have a good idea of getting everything out of the 255 and below range. I may do the same.

    (I haven't tested it yet, but I think I'll also be able to safely remove all the Mo'Creatures items with mIDas when we upgrade to 1.3, since Mo'Creatures appears to be dead).
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Ireee

    You won't be the only one.
    Did you get midas-gold?
    After installing Java7, it worked for me flawlessly. (on linux, though)
    Even replacing air with glass went fine.


    Thank you! That worked.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Just realized MC 1.3.2 took one of the block IDs that RedPower 2 is using (136 for microblocks). Since we already have a ton of microblocks already in use in the world, I don't see how we're going to resolve this. Already tried mIDas to change the vanilla block IDs, but I get a java error. From a search of the mIDas thread, it appears it's related to using Win7 64-bit.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from theeastonverse

    its sparkster

    CC is a bit overpowered, but not because of the computers themselves, but because of the recipes.


    We're going to use the Custom Stuff 2 mod to remove the old CC recipes and replace them with our own before we install the mod.

    Back on topic: I'm looking forward to direwolf20's preview video of 1.3.2 Redpower 2 almost as much as the mod itself.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from SillyBits

    Would start to use those mods you want to get familiar with, at least one more week (see Red_Stalker's post above).


    Good idea. I think what I'll do is go ahead and update the server while I start testing the world with 1.3.2 mods on the side, and then when RP2 is ready, add it into the 1.3.2 world, test, and ready to go!

    And was anyone else reminded of the Stephen King novel, The Langoliers, when they saw Eloraam's turtle army in that video?
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Some advice would be welcome. The only mod I'm waiting on to update my 1.2.5 server to 1.3.2 is RP2, but I found some new 1.2.5 mods I've tested. Would it be worth updating the server with the new 1.2.5 mods this week, or do you think I should just hold off?

    ETA: In case it wasn't obvious, that was a question for the general public, not Eloraam. (It wasn't just a not-so-thinly-veiled "update mod pls" request). I'm trying to find out from people who watch the Let's Play videos and such if they have a suggestion.
    Posted in: Minecraft Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    Thanks for the quick response!
    Posted in: Minecraft Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    I'm using the 1.2.5 version of the mod. Is it possible to add damage values to the Battletower chest items list? For example, I would like to add Redpower 2 microblocks to the list, but they all use a single block ID.

    I tried 136:4119, "136:4119" and "136-4119" but that just errored out. I'm coming up blank thinking of other solution.

    Thanks.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2] Duckfield's Mods - [Hidden Rooms SMP]-[Power Mod]-[More Glass]
    I just wanted to make sure I'm not missing something. The stained glass mod is single player only, right? (We've been looking for an SMP stained glass blocks mod forever, and the only one we've found made the blocks cost too little to make).

    Thanks. We may try your hidden rooms mod when we do our next server update.
    Posted in: Minecraft Mods
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    posted a message on [1.3.2]LCTrees & LCCrops [v1.4.6] [Forge][SMP][Bukkit][+36 Trees][+7 Biomes][+10 Flowers]
    Thanks for the quick response. I think a lot of what I want to do to the server involves waiting on 1.2. ^_^
    Posted in: Minecraft Mods
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    posted a message on [1.3.2]LCTrees & LCCrops [v1.4.6] [Forge][SMP][Bukkit][+36 Trees][+7 Biomes][+10 Flowers]
    If we turn off certain trees, would it also disable some of the block IDs? I, quite literally, have no block IDs remaining on my 1.1 server, but if I scoured my list, I might be able to free up 2 or 3. I have the 1.2 version of Trees++ installed, so those 5 block IDs are good; it's the other 9 I don't have room to add.

    Love, love, love this mod. It was a last minute addition, simply because it happened to show up on page 1 when I was testing server mod updates, and it immediately became a favorite.

    Just had a curious thought. Is it possible to give a block an ID like 216:3 in the config? Or does that have to be done on the modder's end?
    Posted in: Minecraft Mods
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