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Topics - Baltazar

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31
General / Melon Seeds
« on: December 02, 2013, 07:00:51 pm »
I have not had any luck finding melon seeds on this world.  Seeing we are still on 1.6.4, the only place I believe they spawn is in chest loot, and specifically I believe it is only in chests in old mine shafts.  Unfortunately I think a mod may have messed with this, as I just cleared out a few of them and no seeds of any sort in the chests.  I even did half a dozen dungeon spawner rooms, with no luck.  Also did nether fortress chests, stronghold chests, and chests from various structures in the twilight forest.  The TF chests are the only ones that had any sort of seeds, but they were pumpkin.

I know a lot of mods play with dungeon loot, and it's possible one may have caused melon seeds not to show in the list.  Without them being in a chest, we have no way of getting them, as they did not start spawning in jungle biomes until 1.7.x.  I did try to see if villagers traded them, but no luck in the 4 or 5 villages currently in the overworld.  I'm not even sure if they are in the tradable item list for 1.6.4.

So at this point I think I am just going to spawn in some seeds, and be done with it.  At least we were able to locate the end portal while looking for them :)


32
Announcements / Server Update 1.6.4 - 1.1
« on: November 30, 2013, 05:23:40 pm »
The server has been updated with the version we have been running on test for the past week.  Please see the forum post under the test server board for detailed changes.  In short, this did address a number of the issues we were having, like server lag, or crashes in myst worlds due to power suits.  Unfortunately no more modded villagers though, so existing villages will be ghost towns.

For installation, download the zip fie, and replace the Forge Client folder with the one in the zip.  Then run the Forge JAR file to install the new version of forge that this client uses.  If you setup a separate profile from the default 'Forge', then you will have to set that JAR in the profile settings as well.

33
Test Server / Test Server Update 1.6.4 1.1
« on: November 24, 2013, 06:07:12 pm »
A new update has been posted to test.  Below are the changes.

Removed Misc Peripherals
Removed Millenaire
Added Soul Shards 2.0.14
Added Thermal Expansion 3.0.0.b7a
Updated Forge to 9.11.1.953
Updated Project Red to 4.4.1.0.13
Updated Logistics Pipes to 0.7.4.dev.79
Updated NEI Plugins to 1.1.0.5
Updated Tinkerer's Construct to 1.5.1d9.2
Updated Thaumcraft to 4.0.5b
Updated Ender IO to 0.4.6.78
Updated Damage Indicators to 2.9.1.5
Updated MFFS to 3.4.0.236
Updated Mekanism to 5.6.0.417
Updated Atomic Science to 1.0.0.149
Updated UE Core to 2.3.0.185
Updated Open Peripheral to 0.2.1-snapshot-96
Updated Industrial Craft to 2.0.306
Updated Steves Carts to 2.0.0.a134
Updated Open Blocks to 1.2.2-snapshot-502
Updated Natura to 2.1.12.2
Updated Mystcraft to 10.11.00
Updated Ironchests to 5.4.1.649
Updated Factorization to 0.8.13
Updated Extra Cells to 1.5.6c
Updated BiblioCraft to 1.5.3
Updated Modular Power Suits to 0.8.0-44
Updated Mine Factory Reloaded to 2.7.2-143

The production world was copied to test as well.

Seeing forge was updated, you will need to run the installer again and switch your profile to use the new version.

34
Test Server / Test Server Update 1.6.4 1.0
« on: October 27, 2013, 10:51:16 pm »
The test server has been updated to 1.6.4.  This is just the initial cut of the 1.6.4 update, and mainly focus on the migration of the existing mods, with just a couple of additions.  Obviously all mods were updated to their latest version, but below are the additions and removals.  The removals between are due to the mods not being ready for 1.6.4, or currently incompatible with some of our other mods.  Currently I am planning to include these when they are ready.

Removed Thermal Expansion
Removed Omnitools
Removed Soul Shards
Removed Logistics Pipes
Removed Advanced Power Management
Removed MPS Addons
Changed to Zan's map
Added Extra Cells
Added Millenaire

The current test world is just some radom world that came up, and is not one we are keeping.  It will allow you to test out the new version though.  Dynmap is also setup and working if you need to find one of the new villages.

The client seems to be running smoothly so far, but please let me know of any issues.

This is no longer setup for MultiMC as that does not currently support 1.6.X, plus it is no longer needed, as the launcher provides that functionality.  You will want to have to new launcher, and run at at least once for vanilla 1.6.4.  Then run the forge Jar in the zip.  This will setup forge under your client.  It will also create you a profile for it as well.  Then stick the ForgeClient folder anywhere you want on your computer, and point to that folder as the game client folder.  You should then be able to start the client.

35
Announcements / Server Update 1.5.2 - 1.2
« on: October 25, 2013, 09:37:29 pm »
The update that has been on test for the past two weeks has now been moved to production.  Below are the list of changes.  This is the last 1.5.2 update.  I will be working on the 1.6.4 update on test this weekend.

Removed Gregtech
Updated Natura to 2.1.5.1
Updated Tinkerers Construct to 1.4.3
Updated bspkrsCore to 3.05
Updated Armor Status HUD to 1.13
Updated Redstone in Motion to 2.3.0.0
Updated Applied Energistics to rv13c
Switched to Advanced Machines 55.0.3 (Immibis version)
Added Mekanism 5.5.6.121
Added Atomic Science 0.6.1.80
Added Ender IO 0.3.2.74
Added Bibliocraft Woods 1.0
Added Immibis Peripherals
Added Open Peripherals
Added Open CC Sensors

36
Test Server / Test Server Update 1.5.2 1.2
« on: October 15, 2013, 05:18:48 pm »
The test server has been updated and a new client posted to the main page.  This is the last update for 1.5.2, and was done as a preliminary step to deploying 1.6.2 on test.  Below are the changes.  The one to really pay attention to is the removal of GT. This is going to revert a lot of recipes back to their prior state, and in turn break a number of existing patterns.

Also there are some odd things missing with GT as well like Lead Ingots, and Iridium Ingots.  Both are still in the game, but with GT we were using GT versions of them.  So existing ingots will be lost.  You can convert iridium ingots into plates (the one that requires 4), as those will stay.  Only way I have found to save lead ingots is to use Tinkerers Construct to smelt them into blocks.  The other block is a GT version which goes away as well.  Same thing with going back to dusts.  These are not the only two examples, so you may want to compare prod to test and see what if any conversion options you have.

Also remember that GT added a bunch of new items and blocks which will also be gone.  So for those that are using aluminum blocks for floors, you will need to change those.  You probably also want to cleanup you machines now and adjust you networks to deal with not having machines.  As an example the blast furnace will be gone, but the lava inside it will not be.  So it will drop and spread on the floor, which could be bad depending on what is around it.

Removed Gregtech
Updated Natura to 2.1.5.1
Updated Tinkerers Construct to 1.4.3
Updated bspkrsCore to 3.05
Updated Armor Status HUD to 1.13
Updated Redstone in Motion to 2.3.0.0
Updated Applied Energistics to rv13c
Switched to Advanced Machines 55.0.3 (Immibis version)
Added Mekanism 5.5.6.121
Added Atomic Science 0.6.1.80
Added Ender IO 0.3.2.74
Added Bibliocraft Woods 1.0
Added Immibis Peripherals
Added Open Peripherals
Added Open CC Sensors


37
Announcements / Vanilla Server Online
« on: October 14, 2013, 06:59:11 pm »
I just brought up the old vanilla world on an almost vanilla server.  It is a 1.6.2 Bukkit server rather than a vanilla server.  I setup a bukkit server so we could run some server side plugins like Dynmap, which will be generating it's map overnight.

To connect to this server just use the latest Minecraft client, setup a profile for 1.6.2 and then connect to theboard.synchro.net:25566.

The map is from just before the switch to Tekkit.  I know we added this to the Tekkit server at one point, and did some additional work on it, but mod items were brought in, and in some cases, new chunks were generated.  So I figured it was best to pull prior to that point.  We are using a version that had a few dungeons from MC dungeon added to it.


38
General / Update to 1.6.X
« on: October 11, 2013, 05:22:01 pm »
We have not been moving forward with the update to 1.6.X due to lacking support from some key mods.  Specifically Thermal Expansion, but there are a few others as well.  I would like to propose an idea that I have been thinking about for this reason, and for others as well.  I was thinking of going to 1.6.X on a fresh world.  So a new game, with everyone starting from scratch.  Then at a later point in time, after we are established in the new world, and all of the needed mods are updated to 1.6.X (TE, NumiRP, etc), then we can add the current overworld to the new game.  We could also select specific existing Myst worlds to move over as well.

Now I know the idea of starting over (again) may not be totally appealing, as we have invested a bit of work into the existing worlds, but once the mods are in place, we should have no issues transitioning the existing worlds.  Unlike the world from the Tekit server, this time we are not changing any block IDs, so it should not be a difficult move.  Part of me is interested in doing this, as I think doing a fresh start may be enjoyable with some of the mods we are now using.  I do not wan't to give up the existing world though, as too much work has gone into it.

The route I am thinking of taking is replacing the server labeled Private server with a 1.6 server and run it side by side with the 1.5.2 world.  So the 1.5.2 world will still be accessible, and should remain so until the day it is merged with the 1.6 server.  This will allow us to use either server prior to the merge.

I would like to know what you guys think of this.  Kuges, I know it is currently mainly you and I on the server right now, but hopefully James will chime in at some point with his and/or Sun's thoughts.

Also, if we do move forward with this, I would like to evaluate some of the current mods to determine if we are going to keep them.  Specifically I am looking gregtech.  Yes, we tend to use that mod heavily in our current world, but it is always a pain to to get working well with the other mods, and currently appears to be our most lag inducing mod based on recent profiler information.  I'm not saying we are dropping it, but I am putting it on the table for discussion.

39
General / Offline mode
« on: September 21, 2013, 10:21:49 am »
Just tested offline mode today for the first time and it seems to work.  This is assuming you previously setup a password with the /auth command.

40
General Discussion / Freelancer Server
« on: September 15, 2013, 05:25:50 pm »
Just in case anyone wanted to try it out, I am running a modded freelancer server now.  It has been setup on default ports, ans does not really take much in the way of resources on the server to run.

To connect to the server you will need to install the need mod.  You can download and install it from the below link.  It requires a clean vanilla installation of Freelancer.  It will not modify the vanilla installation, but just copy what it needs of it to a new location for the modded game.

http://discoverygc.com/forums/showthread.php?tid=70974
http://www.moddb.com/mods/discovery-freelancer/downloads/discovery-freelancer-486-exiles

The second link is actually the download you want to download(4.86).  The current download of 4.87 was just released yesterday, and it is considered beta.

Once installed and working add -stheboard.synchro.net:2302 to the flargs item in the dsupdate.cfg file located in the EXE folder of wherever you installed the mod.  This will cause the server to show in the server list if it is accessible.  I believe there is also a command line option, but I have only tried the config file.  When you go into the server list, the server will show as My Server, as I have not named it yet :)

I also added the command line option of -dx, but not sure why.  Think it was something to do with the resolution.

Keep in mind I have only tested this locally.  While I have setup the firewall rules, I have not tested them, so please let me know if you have issues connecting.


41
Announcements / Server Update 1.5.2 - 1.1
« on: September 07, 2013, 12:20:29 pm »
The update has been deployed, and everything seems to be going Ok.  This update did add a lot of mods that we held off adding last time.  Please let me know if you notice any issues with the server.

Below are the updates.

Added Redstone in Motion 2.0.0.0
Added Mine Factory Reloaded 2.6.4-975
Added Extra Utilities 0.2.4g
Added Obsidian Plates 1.5.0.13
Added Tinkerers Construct 1.4.2.7
Added Natura 2.1.5
Added Wireless Redstone CBE 1.4.0.1
Updated NumiRP to 1.1.0
Updated Iron Chests to 5.2.8.447
Updated Ender Storage to 1.4.2.16
Updated Binnie Mods to 1.7.4 (Extra Bees)
Updated Extra Biomes to 3.14.1
Updated Applied Energistics to rv13b

42
Test Server / Test Server Update 1.5.2 1.1
« on: September 02, 2013, 01:46:05 am »
I just posted a new client for the test server.  It contains a number of updates plus several additional mods.  Below are the changes.

Added Wireless Redstone CBE
Added Forge Multipart 1.0.0.149
Added Natura 2.1.5
Added Tinkerers Construct 1.4.2.7
Added Obsidian Plates
Added Extra Utilities 0.2.4g
Added Powercrystals Code 1.1.6-107
Added Mine Factory Reloaded 2.6.4-975
Added Redstone in Motion 2.0.0.0
Updated Applied Energistics to rv13b
Updated Extra Biomes to 3.14.1
Updated Extra Bees to 1.7.4
Updated NEI to 1.5.2.28
Updated Code Chicken Core to 0.8.7.3 fix1
Updated Ender Storage to 1.4.2.16
Updated Ironcharts to 5.2.8.447
Updated NumiRP to 1.1

Things seem to be running pretty smoothly so far, but I will test it further tomorrow.

43
General / Dynmap support for NumiRP fixed
« on: September 01, 2013, 07:49:35 pm »
Dynmap should be rendering basalt and marble again.  Their NumiRP support did not completely read the mods config for the block IDs, so I had to set a few manually.  Only major issue on dynmap atm is NumiRP textures on microblocks is showing as pumpkin still.

44
Announcements / Quick Fix
« on: August 24, 2013, 10:54:11 am »
Last night a fix for the butterflys dropping grav guns was put into place.  This changed the item ID of a forestry item, and requires a client update.  The current client download has been updated, but instead of downloading the entire zip file again, you can manually make the correction in the client config.  The information is below.

File to change:
minecraft\config\forestry\base.conf

Line to change:
    I:pollenFertile=13190

Change to:
    I:pollenFertile=13191

45
Announcements / Server Update 1.5.2 - 1.0
« on: August 18, 2013, 10:49:41 pm »
The update has been deployed.  Everything seems to be going OK, except Dynmap does not yet support a few of our mods (NumiRP,microblocks).  Seeing marble and basalt will not currently render, the maps will look as little funny as they update.  They have support in the current alpha version, which I am playing around with on test, but I have not yet gotten it working for those two mods.

You guys already know the main change in this update, besides going to 1.5.2, which is the loss of RedPower 2.  We have NumiRP to cover the worldgen and other mods to handle alternate functionality.  We also lost obsidian plates, as it was never updated.  I may look for an alternative for that, but for now we are stuck with vanilla plates.

There were several mods I wanted to add in this update (Mine factory reloaded, tinkerers construct, etc.), but I figured I would get this update out with mostly existing mods.  The next update will contain some of the additional mods.  I will be setting that up on test shortly.

Please let me know if you notice any issues on the production server.

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