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    posted a message on --== Sakki's Wonderland ==-- Opening Tonight (CheatProof!)
    Keep in mind that spawn is going to be relatively small, so there wont be much to build.

    Just make sure you mark this page, save our site as your favorite! The server opens next weekend so we'd love to see you!
    Posted in: PC Servers
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    posted a message on --== Sakki's Wonderland ==-- Opening Tonight (CheatProof!)


    Server equipment:

    :High capacity, fast, enterprise class servers.
    :128GB Ram.
    :4 256GB enterprise class SSD's.
    :Quad Socket, Six-core per socketcpu's , totaling 24 cores.
    :Dedicated bandwidth, unmetered connection.
    :The servers are ours. Physical, high powered servers that belong to us. These are not rented, borrowed, or otherwise. And thats what focus is here. A solid foundation (server) that support a large player base.
    :High load, high player count capacity.

    Because these servers are physically ours, we have low running costs. This translates into we'll be around for a while.

    Note, this is a FULL PVP server, even spawn camping is allowed. Before joining, please conjure up some strategy before going in swords raised. All spawn buildings will have player protection, but once you leave, its full pvp.

    Cheatproof! We feel this server is near cheatproof. We take the security of our server very seriously and if we see that you've attempted to cheat, it'll be a permanent and bannable offense. But regarding this, everyone will be on the same playing field. It should be entirely cheat proof, meaning that no player will be able to hack the client, install unapproved mods, etc. (yes, we will be approving client based mods)

    Due to this Cheatproof! system (bannable offense if you try to hack it), everyone is welcome to join. This is a fully open server.

    Public Beta opens next Friday (June 7th)

    Game site:

    http://www.sakkiswonderland.com

    Gameplay:

    : Full PVP. Kill anyone, anywhere, and at any time. It's all approved. Lie, cheat, steal, decieve, and coherse your way to the top. (There are some exceptions, read the rules).
    : Spawn camping. As mentioned above, its all approved.
    : Hard mode set (Not hardcore).
    : Extra mobs to slaughter.
    : You will start with nothing.
    : There will be no /kits.
    : Spawn itself will be very small.
    : Spawn will contain very few buildings. The buildings themselves will be protected, and the players can use those buildings as a safe haven.
    : Hardcore hunger
    : The area around spawn will be protected (just the land, so you can still be killed) and will be quite large.
    : No items will be spawned by the admins at all, for any reason. If its due to a glitch, we still will not spawn any items. Please use that glitch to learn from, and try to avoid in the future. (This is because there will always be glitches and we cannot focus on trying to figure out if it was legitimate or not. Sorry guys / gals)
    : Head mountings. There will be a chance of a players head dropping when being defeated in a PVP confrontation. Mount it on your wall for bragging rights. Defeated players name will be displayed.
    : Simple Clans. This is our main Clan based system. No, we're not using the old tired Factions and there will not be any claiming entire chunks.
    : Player / base protection (Level 1). There will be a mod that will serve as a base protection system for all players. There are 5 levels of protection with this system, and should be easily acquired. This sort of protection can be destroyed and overcome (even the higher level ones), so ensure you make wise choices on how its used. This sytem will not protect the land. It can only be used to protect the player themselves.
    : Land protection (Level 2). Protecting your land / stuff will be accomplished by placing special blocks on the ground. Each block will have its own set of properties and area of coverage. These blocks will be rare and hard to come by, so this system will be primarily reserved for those who put time into the server and are determined to protect their stuff, even offline.
    : Building above sea level. This is going to be encouraged by forcing players to use their "Land Protection" blocks above sea level. Of course if you are happy with the Level 1 protection, then by all means just rely on that. The purpose of doing this is 2-fold. One, it'll make the server a bit more hardcore and second, it'll force players to build above ground and give the players the ability to show off their "creations".
    : Extra building blocks. These extra blocks can be used to spruce up your creations / base, but there in order to use use these blocks, you'll to visit spawn to craft them (special building). It may not be worth the effort for most, but some will take adavantage of this to get those blocks.
    : Transportation. There will be a certain mod that has been added to assist in traveling from one area to another with ease. It'll be breedable, mountable, but will be very rare. If you see a player with a mount, then you may want to stay away from them as they might be a higher level player.

    Main Mods we're using:

    (Total of 31 mods) (Client will show more due to many child mods)

    We have tried to pick mods that work with each other, and tried to stay away from those that are completely different systems. For instance, we've chosen Buildcraft, but will not incorporate Industrial Craft. We see those 2 as being just completely different systems and as such, most mods will have Buildcraft functionality.

    : Buildcraft
    : Railcraft
    : ExtraBiomesXL
    : BiblioCraft
    : Level 1 Protection system (will release what this is on open Beta day)
    : MineFactoryReloaded
    : Twilightforest
    : DartCraft
    : Forestry
    : Applied Energistics
    : Chisel
    : FurnitureMod
    : ThermalExpansion
    : StevesCarts
    : Tinkers Contruct
    : 1 Mob Mod
    : 1 Mountable Mob Mod (you can probably guess)

    There are other plugins and mods not listed above as the ones listed are the main ones chosen.

    Tips:

    : Spawn might be a volotile place. Wait for the right time to do some building hopping. If there are campers, try to run short distances and hide behind a tree. Or possibly even wait until there are no campers.
    : If you see a mob (the mountable one), dont just keep running by. Do whatever it takes to tame these creatures as you can use them later to more effectively scout out Spawn or other bases. These things are fast with many abilities. And try to breed them first. They die relatively easy.
    : Dont bother with the level 2 protection at first. Level 1 should be sufficient.
    : Build a temporary base way down under with the mindset that its only temporary. Eventually, you'll be forced to go above ground. :)



    A "Better Than Wolves" server is in the plans as well, as this is the ultimate way to play. Hardcore! (We are not affiliated with BTW in any way other than endorsing them via the creation of a server hosting their mod. The above logo is just an enlarged, graphical text and does not respresent the official logo).
    Posted in: PC Servers
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    posted a message on Minecraft Capes! [Multiplayer Capes/Cloaks][www.MCCapes.com][Cape Gallery] + Transparent/Animated!
    Hi, I would like to have access to the animated capes.

    Username : saki2fifty

    Thanks!
    Posted in: Minecraft Mods
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    posted a message on DaftPVF's Mods (Treecapitator, CrystalWing, StartingInv, FloatingRuins)
    I'm looking to not only increase the damage of a tree based on how many consecutive blocks there are, but also the amount of time it takes. So for instance, if there are 5 tree blocks total in one particular tree, it will take 5 times longer to break the tree as opposed to just one block. If there are 10 blocks, 10 times longer... 50 block swamp trees... 50 times longer. (longer than the amount of time it takes to break that one particular type of block).

    It may not be a feature yet, but would be beneficial for those that just want to walk around and destroy entire forests quickly.

    Thanks!
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    And I like the fact that the turrets are considered entities (??) in than mobs will try to attack it upon being attacked.... will make it a bit harder in upkeep for my players.

    Possibly add a degenerative feature where the life of the turrets are limited based on the config; basically to force the players to repair/upkeep their equipment instead of deploy-and-forget. Well... other than supplying ammo.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    Quote from SanAndreasP

    There's already a mod for this ;)


    The command is called /turretmod
    and the only option currently available is renderLabel to enable / disable the status stuff above the turrets.

    I may expand it in the future.


    Thanks. So what I may end up doing is somehow use Buildcraft to supply some pipes to a chest (gonna be ugly) to keep the Spawn turret with a constant supply of ammo, either that or some other unlimited chest type mod/plugin.

    But, really cool. I've disabled my typical spawn protection (regarding mobs) in favor on this one simple sniper turret, way out in the distance. Didn't want spawn overwhelmed with a bunch of these things around. :D

    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    I just had to stop by to express how much I have enjoyed this mod and how great it is. I have really tried to stay away from adding any sort of "modern" type mods to my server (even though I've played with a bunch of them locally), but after installing this and playing around with it, I think i'm going to make it a permanent addition. It really is awesome...

    Also, I cannot remember where exactly I saw it, but somewhere I thought you mentioned something about some cheat / admin commands that you could apply to the mod. I'm reading through all my config files, .txt files, in game, etc. and just don't recall where I saw it. (it could had very well been another mod :) )

    Thanks,
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] EnderStuff+ v1.0.2

    -v1.1.0
    -fixed crash on servers upon starting, making them unplayable whilst this mod is installed


    Cant wait!
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Turret Mod v3.0.1
    Quote from GamingNerddotCom

    java.lang.ClassCastException: sanandreasp.mods.TurretMod3.block.ItemBlockLaptop cannot be cast to forestry.core.items.ItemCrated
    at forestry.factory.gadgets.MachineCarpenter$RecipeManager.addCrating(MachineCarpenter.java:130)
    at forestry.plugins.PluginFactory.registerRecipes(PluginFactory.java:385)
    at forestry.plugins.NativePlugin.postInit(NativePlugin.java:31)
    at forestry.plugins.PluginFactory.postInit(PluginFactory.java:169)
    at forestry.core.ForestryCore.postInit(ForestryCore.java:147)
    at forestry.core.ForestryClient.postInit(ForestryClient.java:25)
    at forestry.Forestry.postInit(Forestry.java:48)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:494)
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:695)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
    at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:733)
    at java.lang.Thread.run(Unknown Source)

    It appears your mod is incompatible with Forestry.


    I just tried it on my end with only those 2 mods, disabling everything else, and it's working fine.
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] [SP|MP|LAN] Particle Decoration Mod v. 1.4.1
    Feature idea : adding a Beacon / beam type effect to a new block type... ;)
    Posted in: Minecraft Mods
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    posted a message on DartCraft Beta 0.2.20
    I love how in depth this mod is with one, and only one (:)) block change. Cant wait to get home and try it out...
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    Quote from FlowerChild

    [**** NEW RELEASE ****]

    Version 4.81 of Better Than Wolves is ready for download!

    Download Link



    Awesome, thanks!
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    [edited by Sakki]

    I've retracted all my previous comments. I think i'm just gonna have to suck it up and just play it as intended...

    Too good to pass up. :D
    Posted in: Minecraft Mods
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    posted a message on Permission Nodes (Forge, MCPC+, Bukkit)
    Is there any work in progress that would allow permissions to be applied to certain tasks in a mod much like what Bukkit currently has?

    I'm currently using MCPC+, and with that am using a permissions plugin via Bukkit along with Forge, so with a little ingenuity, I can control most things via Bukkit, but not everything.

    So...
    • Have any Mod Authors thought about writing their mods based on bukkit permissions seeing how MCPC+ now supports this?
    • Has anyone attempted creating a permissions mod solely for Forge to have native permission support?
    Thanks,
    Sakki
    Posted in: Mods Discussion
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    posted a message on [1.5.2] [SP|MP|LAN] EnderStuff+ v1.0.2
    I stumbled across this mod by accident when looking over your Particles mod, and will definitely check this out in the next couple of days. Briefly looked it over and appears to be well thought out.. even how you have presented your images / sshots on the main page look great.
    Posted in: Minecraft Mods
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