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Minecraft Server => General => Topic started by: Kuges on September 14, 2014, 08:24:44 pm

Title: 1.7
Post by: Kuges on September 14, 2014, 08:24:44 pm
A lot of the mods have upgraded to 1.7 now (think Mod Power Suits is one of the last major mods to be in beta atm). Any thought about throwing them together and applying them to our current world on a test to see how bad they mess everything up?
Title: Re: 1.7
Post by: Baltazar on September 17, 2014, 10:17:27 pm
Yeah, been thinking about doing this.  I'll try to make time this weekend to go through the current versions of all of the mods, and will put something up for the test server.
Title: Re: 1.7
Post by: Kuges on September 18, 2014, 08:54:50 am
Mainly I think AE2 is going to make a mess out of our system, that got such a huge overhaul. Just started a solo world useing Bevo's Tech Pack, which is 1.7, to try everything out.
Title: Re: 1.7
Post by: Baltazar on September 22, 2014, 06:00:52 pm
Okay, below are some of the mods I have noticed that are missing 1.7.10 support.

Mystcraft
Traincraft
Portal and Grav guns
Modular Power Suits (though jenkins builds might work)
NumiRP (for RP world gen in old world)  This one I doubt will be updated
Open Peripherals
Soul Shards (has a replacement, but not sure if it is compatible)

It's going to be a bit of work to get this update out.  I'll see what I can do this week and coming weekend to get something on test.  If there are any additional mods to consider, or any you think should be removed, please let me know.

Title: Re: 1.7
Post by: Kuges on September 22, 2014, 08:33:50 pm
Most I"m not sure on, but Power suits I think is being worked on. Not sure about open peripherals...has Computer Craft been updated, haven't seen it yet, that might be why.  ProjectRed adds the old gems from Red Power. Soul Shards seems like I just saw something about that . As well as Mod Power Suits (much rejoicing on FTB). Wait...Direwolf Server play 7 (1.7) has Mystcraft...They just made a UU Matter ocean age. might still be in beta, but they have been using linking books from about the first episode. https://www.youtube.com/playlist?list=PLaiPn4ewcbkEbL2v-YKCkEq4-IigIgiE0

Edit : Mystcraft : http://binarymage.com/forum/viewtopic.php?f=9&t=340
Title: Re: 1.7
Post by: Baltazar on September 22, 2014, 09:37:28 pm
Mystcraft is available for 1.7.2, but not 1.7.2.10 from what I understand, and that is the version all of the other mods are on.  CC was updated, but that one addon is the one I could not find.  Project red does cover red power, and we have been using it.  Unfortunately it is not compatible with old world gen, which is why we were using NumiRP.  We will be able to keep the new world, but not the old one, at least until we can setup another one that will cover those blocks.
Title: Re: 1.7
Post by: Kuges on September 23, 2014, 08:45:36 pm
Ah, never noticed the difference 1.7.2 vs 1.7.10, most mods I've seen list it as 1.7 vs 1.6.4. btw, We would have to completely scrap our AE network, it's changed that much. Still learning it on a solo world, and watching the streams. Soaryn came up with a loop hole and made a super drive (similar to what we currently have for a drive set up) but not sure I understand how it works yet, or if the loop hole will remain in the channel setup.

Edit: Plus now with AE2 up in the air.
Title: Re: 1.7
Post by: Baltazar on October 17, 2014, 06:55:08 pm
Well obviously I have not worked on the update yet :)

Doing some work now and probably tomorrow, so you may notice test being up, but not sure when I will have a client ready.  If I don't finish this weekend, I might post what I have of the 1.7.10 client on the new world I will be testing with.  I am not planning on starting a new world, but I will need to test with one until all mods have been updated, seeing it is a new MC version.  Once we get most/all of the mods updated, we will test with the existing world.

Title: Re: 1.7
Post by: Baltazar on October 17, 2014, 07:23:57 pm
Looks like we have some drama in the Bukkit world going on.  We will see how much it effects us as Cauldron dropped it.  This isn't exactly recent news, but I guess I haven't been paying enough attention the last month or two.
Title: Re: 1.7
Post by: Kuges on October 17, 2014, 07:39:59 pm
lol. haven't worried about it. btw, Mystcraft is now 1.7.10 (I think I saw it was released the other day) he was debugging corruption effects (some of the stuff on the server play was interesting to watch).

Tunnel from spawn to my base is complete, well. need to lay rails for the last bit yet. Now to starting looking at trains.
Title: Re: 1.7
Post by: Baltazar on October 17, 2014, 07:48:58 pm
Good news about Mystcraft, as I think that was the last showstopper we had.  Still need to check on Traincraft, as that does add worldgen.

I walked your tunnel today :)
Title: Re: 1.7
Post by: Baltazar on October 17, 2014, 08:17:17 pm
Reverting test back to a plain forge server for now, as Cauldron is not up to date on the latest forge.  Hopefully he will release an update over the next week or so.
Title: Re: 1.7
Post by: Kuges on October 18, 2014, 09:48:44 am
Buildcraft now with RF support : http://mc.shinonome.ch/doku.php?id=wiki:buildcraft

btw, the time I used a filler in 1.7 I thought I had done something horribly wrong!  ;D
Title: Re: 1.7
Post by: Baltazar on October 18, 2014, 10:28:31 am
I installed 6.0 of BC, as I was having compatibility problems with 6.1.  Also, as of last night I am still waiting on a compatible version of ExtraBiomes with the latest version of Forge.  This is needed before we attach a copy of the current world to test.  There are also a bunch of other mod differences.  No traincraft or jammy's furniture.  I will probably grab the crayfish furniture mod, but we will lose existing items.

Going to play around with it more today.  The ID mapping seems to have changed in 1.7.x.  I have yet to hit a single ID conflict in the upgrade.  I know there were some changes in this area, but have not read up on them much.

Title: Re: 1.7
Post by: Baltazar on October 18, 2014, 06:58:16 pm
Initial client posted, but it's not ready for real use yet.  It's still missing a few key mods (i.e. MPS), and it currently a little buggy.  Need to play around with it for a bit, but the test server will remain online for tonight, as I think I am going to take a break from playing with it.

It's running on the Cauldron server, as they just posted an update this morning.  I have not yet installed the prior plugins, but will once I get the client working better.
Title: Re: 1.7
Post by: Kuges on October 18, 2014, 08:05:21 pm
Ok, downloading it now, I'll see how bad it is. need a break from AS anyways ;D
Title: Re: 1.7
Post by: Baltazar on October 18, 2014, 11:05:19 pm
Updated client posted.  RI is in the client, but not on the server, as the current version of RI for 1.7.10 crashes on the server.  Looks like we will have to wait for an update on that one.
Title: Re: 1.7
Post by: Baltazar on October 18, 2014, 11:12:47 pm
Tried to import the old world and had issues.  Going to have to play with it.  For now, we are back to the new world on test.
Title: Re: 1.7
Post by: Baltazar on October 24, 2014, 06:19:03 pm
The issue was with bibliocraft.  Playing around with it now, but I have gotten it to a point where it starts.  Now I need to figure out what is broken.
Title: Re: 1.7
Post by: Baltazar on October 24, 2014, 06:29:58 pm
Well, that didn't work very well :(

Seems all the blocks are mixed up.  Wood is now lamps, brick is now marble, and it seems in most areas of the world without a finished block on top, there are grey blocks that go to 256.

So.... need to do some reading on converting a world from 1.6.4 to 1.7.x.
Title: Re: 1.7
Post by: Kuges on October 24, 2014, 08:49:34 pm
lol, pics or it didn't happen.  ;D
Title: Re: 1.7
Post by: Baltazar on October 24, 2014, 09:36:59 pm
Unfortunately I didn't take any screenshots.  Was getting less than 1 FPS and client would crash when I moved around too much.  Performance was better when I start myself way above the ground, as it just has to render the grey blocks up there.  But then the server start crashing on other errors.

In short it was a mess.  It appears block IDs got jumbled even on the vanilla blocks for some reason.  And now that the block IDs of the mods are automatically set and then read from the map, I have no way to adjust them.

I have tried to read up on converting modded maps from 1.6.4 to 1.7 and I have not found much.  One post on the IC2 forums said it should be possible as forge should read the ID mapping from the map as long as it was 1.6.4, but the posters were only commenting on what it should do, and not from experience.  There was another post on the FTP forums saying it was impossible to migrate and existing map.

As of now, we are back to a new map.  I will be adding and updating a few more mods tonight, and will post an updated client.  Right now old client should work, with the exception of I changed twilight forests biome IDs 41-45 to 88-92 to get rid of a conflict.

Going to look again later, but it is starting to look unlikely that the existing world will make the upgrade, at least not now.
Title: Re: 1.7
Post by: Baltazar on October 24, 2014, 11:51:09 pm
Okay, new client posted.  Didn't bump the version number, but it's new.  Just has some updated mods this time.  RI is still not working on the server side.
Title: Re: 1.7
Post by: Kuges on October 28, 2014, 08:54:09 pm
Ok, really getting AE2 figured out. And I don't think we can update our world to 1.7 really, it's just way too much work just for the AE system. Don't get me wrong, I'm liking it on my solo world. Right now still a major work in progress, but I'm combining AE2, Ender IO, and Logistics Pipes for my automation. As of this moment, I'm not worried about upgrading the world.

This weekend I've been playing around with setting up my old comp as a server, using Bevo's Tech Pack. Lots of fun! The version of Calderon it comes with won't let sapllings grow. Got that figured out.. and found a conflict with with a required pack mod (that I have no use for, and is a pain to remove) and one of the optional pack mods (which I find fun, but the conflict makes it so things don't work, but only server wise, it works fine solo). And there are a couple mods not in it that I would like to have.

Which leaves me thinking : Direwolf's new pack should be coming out soon, at least in beta. And it will probably have most of what I'm looking for  in 1.7 play. I might set up a server running it. After reading and trying server play this last weekend, I"m seeing people suggest running the server comp on MineOS, either as a start up OS, or in VirtualBox. So going to play around with that this week.

Edit: small overview on what I have going atm on solo : http://imgur.com/a/DbyQz
Title: Re: 1.7
Post by: Baltazar on October 29, 2014, 04:32:21 pm
I still have not applied the cauldron sapling patch yet, as I was hopping they would update to the latest forge version, but that has yet to occur.

I'm not currently seeing an upgrade path for 1.7, so it looks like we will be starting a new world yet again.  Wasn't really looking at doing that, as I kind of liked the city that we put together :)  Though I guess starting from scratch can be fun :)

If we are planning on a new world, we are not restricted on the mod changes we can make.  So we can freely add, remove, or change mods and this would be the time to do it.  As an example if we wanted to try BoP instead of Extra Biomes.  Let me know if there are any existing mods you would like to drop, or any new mods you would like to add.

I have been playing in survival mode on the test server a little just to try it out a bit to see how things are working.  There is a bunch of ore duplication that is occurring which I will take care of shortly, but other than that things seem to be working okay so far.

The mod I am still having issues with is RI.  Works on the client side, but crashes the server.  Aside from crashing the server, it sounds like it is very alpha at the moment, so we may have to move forward without that one and add it in later when it gets more stable.

Your solo world looks nice btw
Title: Re: 1.7
Post by: Kuges on October 29, 2014, 05:43:52 pm
Maybe I should play survival style on test, see what I can come up with. Not all that worried really for RI, not with big reactors. Just that fusion reactor just looked cool. 
Title: Re: 1.7
Post by: Kuges on October 30, 2014, 03:59:57 pm
Nope, saplings can't grow.  ;D NEI seems to be bugged, showing the wrong liquid metals for the Tinkers smeltery, and I can't seem to shift click recipes into the crafting grid. For all the duplicate ores, I think Bevo's just has the TE ores, with the odd ores like Osnium, Yellowrite, and others like that.
Title: Re: 1.7
Post by: Baltazar on October 30, 2014, 04:57:08 pm
Yeah, I have not yet applied the sapling patch.  That will occur the next time I add/update mods, which will probably be in the next day or two.
Title: Re: 1.7
Post by: Kuges on October 31, 2014, 04:16:20 pm
A mod you might want to check out http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293528-aobd-2-process-all-the-ores

Btw, the new direpack is now out, here is he mod list : http://www.reddit.com/r/feedthebeast/comments/2kxi2c/the_new_direwolf_pack_is_not_coming_out_tomorrow/

Tomarrow I'll test out setting up a server here again, and let you know if I get it working. ;D
Title: Re: 1.7
Post by: Baltazar on October 31, 2014, 07:41:04 pm
Will be posting an update client tonight, which is why the server has been going up and down.

I'll take a look at AOBD.

If you need any help with the server, let me know.
Title: Re: 1.7
Post by: Baltazar on October 31, 2014, 11:53:39 pm
Okay, update deployed, and generated new map.  Hopefully the ore duplication is now taken care of.

I dropped armor status and the compass from the client.  I don't really use the armor status mod, but if you do, let me know, and I will put it back in.  UE, MFFS, and RI have been removed just due to all the issues they are currently having.  They just don't appear to be in a good state, so I figure we will give them some time.  Added a bunch of mods and applied all of the updates I found.  I also applied the latest Cauldron patch (209).

I also added FastCraft as a clientside mod, and for me the client appears to run smoother.
Title: Re: 1.7
Post by: Kuges on November 01, 2014, 05:03:05 pm
Ok, break time for a bit  ;D
Title: Re: 1.7
Post by: Kuges on November 02, 2014, 11:56:45 am
Powersuits got added to Dire's Pack last night, so they most have fixed what broke. It was suppose to launch with the pack, but got pulled at the last second.
Title: Re: 1.7
Post by: Baltazar on November 02, 2014, 06:06:50 pm
Yeah, we have been using the dev builds for MSP.  We are currently on the latest release, posted on 10/31.  The tinker table does not come up correctly in NEI.
Title: Re: 1.7
Post by: Kuges on November 02, 2014, 07:29:01 pm
http://i.imgur.com/WKrXLbd.png

Chisel and Carpenters Blocks go together like Chocolate and Peanut Butter.....

That is Chisel Acacia planks pattern going into the CB wedge.  Btw, clear glass still doesn't work with the CB stuff.   
Title: Re: 1.7
Post by: Baltazar on November 03, 2014, 12:35:41 pm
With most texture packs you do not need clear glass, as many use connected textures.  Misa's pack is actually looking really nice on 1.7 with the glass.  Best I have seen so far.  It uses connected textures, but adds a very slight tint so that you can see the glass is there, but without really hindering visibility.  I merged that as the base, with some of the mod support from Soartex, as Misa does not add mod support.

I have not yet played around with the chisel mod yet, but it did look interesting, which is why I added it.
Title: Re: 1.7
Post by: Kuges on November 03, 2014, 05:26:24 pm
I didn't notice that you had added it....Check out the base now  ;D

btw...where did those redwood trees come from, the one is the biggest I've ever seen.
Title: Re: 1.7
Post by: Baltazar on November 05, 2014, 09:11:09 pm
Looks nice.  Need to find a good texture back for that mod, as mine does not currently have it.

John and/or Jake probably planted the tree.  I gave them op access on test so they could spawn items into the game, but I told them to do it away from us as we were playing survival.

What do you think about moving this version to production?

Also, I am planning on using GP like we had the 1.2.5 once we move to production.  That way I can protect the area around spawn, plus it allows us to protect personal plots too.

Title: Re: 1.7
Post by: Kuges on November 06, 2014, 09:49:31 am
btw, seen something about the MPS table somewhere, it's recipe is showing up in the Direwolf pack, think I read something about NEI Extensions or  something like that needs the current file. But I'm fine with no MPS, the only thing I've made so far in solo is the boots with the no fall damage mod...and the game crashes everytime I had a mod to a item in the table I found out. I'm good with it going to production, but if the kids are going to play on it, you might look to adding the Hat's Mod along with Hat Stands : http://ichun.us/mods/hats/   it gives them another thing to hunt. Or the Ruins mod : http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1282339-ruins-structure-spawning-system
Title: Re: 1.7
Post by: Baltazar on November 06, 2014, 06:05:40 pm
Yeah, I thought about both the Hats mod and morph.  Maybe in the next cut, but I will skip it on this one.  We've tried ruins before and it was a mess.   The placement was buggy, and the locations just did not blend in well.  What I think I might do for that is add a second world that I generate a bunch of dungeons with MCDungeon offline.  I'll play with MPS a bit, as I did play with custom recipes for TE, and maybe that is what cause the issue.

Going to take down prod and archive it tonight.  Then I will play around with some seeds there.  I plan to remove the whitelist on the prod server while playing around with it, as I want to make sure I protect an area around spawn before anyone tries to plant a giant tree over it :)

Hopefully I can get it done by tomorrow.  Test will remain up until that time.
Title: Re: 1.7
Post by: Kuges on November 06, 2014, 07:56:43 pm
Yeah, Morph is fun, what I'm using in the solo for flight atm bat and blaze. Ruins is in the Bevo's Pack, and seemed to work fine, I found several mini-dungeons, why I suggested it for the adventures  :D
Title: Re: 1.7
Post by: Baltazar on November 07, 2014, 03:14:09 pm
Chunks have been generating all day on a seed I think will work well.  Need to adjust the spawn point, and make a few adjustments to dynmap before opening it up.  I will be doing that after work, so hopefully should have it up not too late tonight.  Might be running a little slow though if it is still performing the chunk generation.
Title: Re: 1.7
Post by: Baltazar on November 07, 2014, 05:12:42 pm
Okay, whitelist updated.  It's a little slow still, as the fill is at 80%  Should finish in a few more hours.  I turned off test for now to free up a little memory on the server, especially right now.

I claimed a large area in the plain by spawn as an admin claim.  We can always resize it later if needed.  There is nothing there right now, and I am going to start outside of it for now, but we will subdivide it and set permissions later.
Title: Re: 1.7
Post by: Kuges on November 10, 2014, 08:38:42 pm
Having problems with a filler in a my claimed area, tried the /trust [buildcraft] but that doesn't seem to work. Haven't found any other ideas on it yet. btw, I don't have premission to use the /help command. ;D
Title: Re: 1.7
Post by: Baltazar on November 10, 2014, 09:27:07 pm
OPed [Buildcraft] to see if that might help.  Please give it another try.  I was having an issue with my filled near spawn as well.  It would clear, but not fill.

I also added the help permission, so that should work again.
Title: Re: 1.7
Post by: Kuges on November 11, 2014, 10:12:20 am
/help works now. Just tried the filler again, in 3 x 3 shaft from 1 to 64, it only filled up to 31, all the other blocks were voided. I /abandonedclaim, and it works fine.
Title: Re: 1.7
Post by: Baltazar on November 11, 2014, 03:00:02 pm
We'll have to play around with it.  I'm sure there is some way to trick it.  For now, I would just avoid using the BC filler inside of claims until we figure it out.  Or you can do what you did and abandon the claim while the filler is running.
Title: Re: 1.7
Post by: Kuges on November 11, 2014, 09:56:08 pm
got a full set of inscriber plates for AE, made copies and are in the chest you have quartz in. Probably want to make another set of copies and put them in a secure chest. Book in the nether next to the portal is to my base. Btw, have your tried chunkloaders yet, wondering how they react to the way claims are set up now.
Title: Re: 1.7
Post by: Baltazar on November 12, 2014, 08:02:55 am
Thanks :)

I placed a dim anchor a couple of days ago, and it's working as far as I know.
Title: Re: 1.7
Post by: Kuges on November 13, 2014, 08:56:09 pm
Tried a new age...and another strange one. All obsession with glowstone.
Title: Re: 1.7
Post by: Kuges on November 14, 2014, 09:08:15 pm
Got a pretty interesting age today, put a portal for it at spawn, watch for Blizzes. Also found we have a problem where BC quarries do not seem to work in Ages .

Edit, quarry works in the nether, so it's not a "Overworld" only type setting.

Edit: Just tried it on my solo direpack world, and the BC quarry doesn't work on Ages there either. Haven't found any into on it being a bug yet.
Title: Re: 1.7
Post by: Baltazar on November 14, 2014, 10:19:27 pm
I'm sure they will figure it out by the time we do out next update.
Title: Re: 1.7
Post by: Kuges on December 15, 2014, 10:57:01 pm
Auto anvil with some xp in it set up, along with a EnderIO enchanter and Advanced Enchanter in there as well. Now to make a crap load of bookshelves....  ;D then the rest of the xp farm below it.
Title: Re: 1.7
Post by: Baltazar on January 24, 2015, 11:49:50 am
What was the issue you noticed with Quarries?  Were they not working on myst worlds, or just not working at all?
Title: Re: 1.7
Post by: Kuges on January 24, 2015, 07:45:09 pm
Myst worlds. but we are several updates behind on BC, so it might be fixed now (comparing to how BC behaves in my Bevo's Tech solo world). also haven't used the quarry in the overworld in a while, been useing ender quarry
Title: Re: 1.7
Post by: Kuges on January 25, 2015, 07:28:00 pm
We should probably set colors for people to use for ender chests and tanks. Like how I'm usieng red as my fist color for the differnt ones. Btw, also building a blaze spawn room in the nether, will put a portal too it when I'm done. if we update, if we can add Open Peripherals I can make the portal room into a select a place type dial er.
Title: Re: 1.7
Post by: Baltazar on January 27, 2015, 09:49:51 pm
Don't we already have open peripherals, or did I drop it?  It was in at one point.

Maybe for the colors we can post some sort of log in one of the buildings near spawn.  I think you are probably the only one that has them right now.
Title: Re: 1.7
Post by: Kuges on January 28, 2015, 05:44:26 pm
Hmm...didnt' see  it in the mod folder, I'll have to look again.
Title: Re: 1.7
Post by: Kuges on February 09, 2015, 09:27:34 pm
I seem to have misplaced a Wither....
Title: Re: 1.7
Post by: Baltazar on February 12, 2015, 09:08:46 pm
That's a scary statement :)

I'm sure he'll pop up somewhere.
Title: Re: 1.7
Post by: Kuges on February 12, 2015, 10:04:39 pm
I made a kill box for withers, but made it one block too short (you need mob height +1 ) when he formed, he popped outside the box. I hit him, and he ran away very fast  8). I havn't seen any damage from it, so I'm assuming it despawned. I don't really feel too bad about the mis-calculation after watching Fireball and Ilovetech do exactly the same thing on youtube. (but their wither didn't flee, it bitch-slapped them around for a couple of hours) ;D
Title: Re: 1.7
Post by: Baltazar on February 12, 2015, 10:36:34 pm
It's probably off in some unloaded chunk waiting for someone to wander by and load it up :)
Title: Re: 1.7
Post by: Kuges on February 13, 2015, 06:19:18 pm
Did I break the server again?
Title: Re: 1.7
Post by: Baltazar on February 13, 2015, 06:58:03 pm
We had a short power outage here.  Should be up even though the website says it's offline.
Title: Re: 1.7
Post by: Kuges on February 13, 2015, 07:01:22 pm
Ah, those are so much fun. And here i was making a new reactor when it went down, lol.
Title: Re: 1.7
Post by: Baltazar on February 13, 2015, 07:03:41 pm
Hope you didn't lose much.
Title: Re: 1.7
Post by: Kuges on February 15, 2015, 02:54:17 pm
Back to the Open Peripheral mod, I'm not seeing it in the mod folder, but there is a folder named "Open Peripheral" in the main minecraft folder. The OPen mods Library is there, but not the mod itself.
Title: Re: 1.7
Post by: Baltazar on February 21, 2015, 12:02:31 pm
Yeah, it used to be in, but I think I pulled it due to a compatibility issue.  WE can look at putting it back in on the next update, which we are probably due for.
Title: Re: 1.7
Post by: Kuges on February 22, 2015, 04:59:09 pm
Yeah, heard about that, but I see it's in some of the newer packs, so think it's fixed. As for a update, OMG YES PLEASE!! lol, playing with other packs show how far we are behind.  ;D 
Title: Re: 1.7
Post by: Baltazar on February 23, 2015, 07:55:58 pm
It going to be a little more complicated than it should be as many of the mods require a newer version of forge than we are on.  Since Cauldron is no more, we cannot update that.  So it looks like we are going to have to switch back to the standard Forge server, which means we lose our plugins.  Hopefully forge essentials works with 1.7.10 now, as previously it did not.  I'll try to get something up on test over the next few days.