I prefer Endermen/Enderman over Farlander. Though it makes me think of Ender from the book of the same name.
But I think they will end up with a nickname. They remind me a bit of the Weeping Angels from Doctor Who, which can't move when you're looking at them. The first episode to introduce them was called "Blink". That, coupled with the reported teleporting ability these guys will have (moving in the "blink" of an eye) I think a good nickname would be:
BLINKIES
"Dude! I'm staring down a blinky! Get over here and help me!"
~ Nonsanity
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I'm thinking it MAY be a bug on Enhanced Biomes' side. It has a config option to replace River biomes with its own alternate river style biome. This is the only replacement it seems to do. This might happen later on after all its other biomes have been assigned IDs, and (and here's the important bit) some other mod has started claiming IDs for its own biomes. But Enhanced Biomes just adds 1 to the last ID it used, not checking to see if that one has now been taken by another mod. So, when it goes to replace Rivers with its own biome, it gets the other mod's instead.
This is just a WILD GUESS and is only supported by my observations of the results and a few decades of experience debugging. I have not seen any of this code. I am not a doctor and I don't even play one on TV.
But I think it's a fair guess since, when I turned off Enhanced Biome's optional River replacement option, everything was fixed.
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We're new to Essential Craft on our server so we aren't sure if this is how it is supposed to be, or if it's not, what went wrong and how to fix it. But instead of all rivers on our map, we have winding strips of blue-grass Corrupted Land. Is this biome supposed to be everywhere, running along the borders of other biomes?
We have Enhanced Biomes installed as well. Could this be some bad reaction between them?
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Are there any videos or descriptions of this mod and its goals and components? I'm on the lookout for new tech mods to explore and share, but without a quick source with a clear idea of what's inside, it's hard to tell if it's worth the effort. The processing chart looks interesting, but that's impossible to translate into Minecraft play without more information.
I'm writing this (instead of walking away) because I am interested.
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The Sequencers are all set to "Once2" (so that they reset when they get a new signal) and are color coded as to the delay length:
The Injector is to the right of the lower-right Generator. There is a chest on a hopper feeding Ender Pearls into it.
When a Pearl is lost, the one green Sequencer has time to get to it's 41st tick, at which point it triggers a new Pearl launch. When the generator is running, that Sequencer's input is regularly pulsed, continuously resetting it and preventing it from getting to that 41st tick, keeping its output dark.
The red Sequencer delays the initial launch until the two yellow sequencers can get the first two catchers started up and ready to receive.
One line is lit in the image so that you can see how the redstone trails cross at the white clay bridges. (The stuff at the far right of the image is not part of this build.)
Average output is 3k RF/t for around 2.2 million RF per Pearl. Each Pearl lasts about 30 seconds on average, but highly varying around that point.
This is by no means an optimal design—it's just the first design (of many) I got to work.
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I'm using the Modsauce modpack, and I found that the biome painter capsules form Random Things Mod makes it easier to test out different temperatures with a Feeder. Bring the biome to the fish. Then you can pick the cooler or heater upgrade to go with a biome to find just the right temperature:
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Link: http://mariculture.wikispaces.com/
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But with the active players becoming well established with resources, you're likely to get some material help if you need it. For one, you won't need to worry too much about food. We have plenty of surplus there...
So the offer to join is still open—for the time being. We're also re-activating the old server forums for offline chatter. (Though most players tend to use Skype for that.)
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We have only a few mature players currently, and many of them have had less time to play lately. So to keep the place from getting too empty, I'm looking for a few creative tech-mod survival players that would like to join in. It's still fairly early days since the last server reset—it's only been about two or three weeks as of this posting—so there's a lot to get rolling. (We're all still living in—and under—a village near spawn.)
We tend to keep separate bases, but are quick to help each other out, and sometimes join forces for community projects.
You don't have to be a tech-mod guru, but knowing the basics of machines and automation is preferred. The other players and I can share the finer tips and tricks we know. If you want to see some of what I did last server go-round when we were running an Unleashed server, feel free to check out my YouTube channel for my Let's Play series. (Which ended with this latest reset.)
Contact me here or through mail to apply. Applications with some effort and information about you and what you have made or would like to make will ALWAYS win out over "I'd like to join!1!" responses. So it's worth your while to spend a few minutes and actaully write something. Creatives make the best players.
Hope to see more new faces soon!
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http://nonsanity.com/bees
Hope it helps. (And let me know if you find any mistakes.)
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The server I run is having some CPU problems so I wanted to disable chunk loading while I worked out what was using up all the processor speed. I turned on the fuel requirement in the Dimensional Anchors config (v55.0.0 - Big Dig modpack) and restarted the server. CPU use was still high. I removed the mod's jar from the mod folder and restarted again. This time the CPU use dropped to almost nothing. I put the mod back, and CPU went right back up to max again.
So it seems that turning on the fuel requirement doesn't cause existing chunk loaders to unload their chunks on startup. It may be that they only do the unload when they run out of fuel, and since in this case they never had fuel to begin with, they just keep working.
It also seems that setting the upper limit of how many chunks all players can load doesn't disable existing loaders that may then exceed that limit. I'm not 100% sure on this yet, but that does seem to be indicated by what I've seen. Tonight I'll test for sure by setting the limit to zero and restarting the server. If existing loaders dynamically reduce their range to say within the limit, then that should make the server drop back to almost no CPU use again. I have a feeling that they do not change this way.
Is there a way to get a list of all Dimensional Anchors in the world with who placed them and where? This would make looking for problematic builds that are chunk loaded a much easier task.
Thanks.
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Stack trace: http://pastebin.com/Rp2PM8ga
Crash Log: http://pastebin.com/duB4akAH
Hasn't happened again. That was the first server run after some mod updates.
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You can check your java version by opening Terminal and typing "java -version" and you should get something like this:
I have found that our server's private mod pack (which I maintain) works fine for Windows users but will cause crashes on Oracle's Java 7 for Mac. The exact symptoms can be triggered by opening many different GUIs in the game. So open a chest, a macerator, a furnace, a coke oven, etc, and eventually you'll see the whole game pause for about a second, then continue. Once you get that first pause, you'll start to get others, and they will happen more and more frequently until, about 6 pauses in, the game never un-pauses. No crash. Nothing in the log file. Just a frozen Minecraft.
I've done a binary search through the mods (splitting the mod list in half, seeing which half has the problem, splitting that half in half, etc) and ended up with NEI being the lynchpin to the problem. Can't be sure it's the underlying cause, but with all the mods except NEI installed, this problem does not occur.
So if you are having NEI problems, please list your OS version and Java version too. Maybe we can track this down more precisely.
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Buildcraft leaks can cause serious server issues in multiplayer, so I reccomend players on our server switch to Redpower for thier sorting needs. It does take a larger amount of materials to start, but by the time you really need it, you can afford it.
The only question for some people is "how?" Buildcraft is fairly straight-forward, but how do you set up a Redpower system?
The short answer is, not like a Buildcraft system. And the long answer... That's what this video is for.
Enjoy!
[video][/video]