EDIT: Looks pretty perfect. "Looks" being the key word here. It has all the mods updated, and most of the mods we want. If we use this pack as the base for the next map I'd recommend removing the entire Voxel- line of mods, which do nothing other than add some Power Point presentation "special" effects to several reworked menus that don't need reworking, re-adding Rei's mini-map (easily done, since anyone that has been on the server will have the mod in the Direwolf pack, just add to it the ultimate pack), disable mystcraft as was discussed and (I'm pretty sure) agreed, and whatever else people can think of. Arran wants to include the Universal Electricity line of mods, which I personally don't see the point to, and Roatse recommended DivineRPG, which I have no experience with. The other option would be to either delay the map reset until the Direwolf pack is updated, which shouldn't take too long as it's currently in testing, and than add Gregtech through the updated Mindcrack pack, along with removing Myst. I think it's faster to just base the next map off of the Ultimate pack, since removing/adding the necessary mods doesn't take long at all.
Also nice things in the updated pack: Remember all those Xy-something crystals and the quarts, and the useless Aluminot cans that couldn't do anything? All those things have been addressed, so mining aluminot now has an actual purpose to it. It also has the, at least IMO, much better Advanced Solar Panels rather than the Compact Solar Arrays. Mind, Gregtech makes them insanely expensive. Silicon isn't a problem to get, so plain old solar panels are no problem. You know the problem? The Iridium Ingot, plus 3 crafting recipes worth of other stuff, that it now takes to craft an Advanced solar panel. The only non-late game way to get Iridium is the 10% Shiny Dust chance from pulverizing Ferrous, which you need 9 of per Iridium Ingot.
EDIT 2: In the process of testing some more mods to be added. So far I've confirmed Smart Moving works (which would be nice to have IMO), and I'm currently checking a mod named Dimensional Doors. So far only 1 ID conflict, which was fixed easily.
EDIT 3: Dimension doors, though interesting, isn't really server material. Divine RPG is also impossible, since after solving a few hundred ID issues, it just plain crashes trying to make a world. I think it'd be best to just take the ultimate pack, do what I described above and just run to town with it. After we make a town, that is. If anyone has an opinion on Smart Moving or UE, let's hear it, I didn't test the latter though.
I'm most likely gonna delete the old map on sunday and start a new one. I thought about actually putting an adventure map on the server before going back to ftb but I'm not sure which map to choose yet. Maybe you guys have some ideas
No clue about adventure maps, sad to say. Anyway, has it been decided which modpack/mods/etc the server will run this time, and whether any mods other than myst will be removed?
EDIT: So I just checked what we need to craft a full set of invincible power armour, complete with the colour changing and invisible armour stuff, with the Greg recipes. It's, eh, pretty up there. It'll definitely take a massive group effort to get even one full suit, let alone one for pretty much everyone. Here's a full list of raw resources (as raw as I could manage), using the most efficient recipes available in my experience, that it takes to craft a full suit, all the modules we had on the last map, and the tinker table itself:
And in case anyone dropped his jaw looking at the copper cost, this is using Gregtech's newly introduced Automated Wiremill, which increases the efficiency of the copper -> copper cable recipe from 6 cable/3 ingots to 3 cable/ingot, so 1/3rd less copper used for cables. Otherwise, it'd have cost up to an additional 600 (9S24) copper ingots more for copper cables. This list also does not include newly introduced modules, which would drive up cost even more, or any of the industry needed to actually process all of the materials. Including the very expensive 3K Heat Greg-variety Blast furnace and Vacuum Freezer.
I also have some recommendations for making the game even harder/more tedious, if exo believes it necessary (since even though easy access to BS armour is clearly out the window, Nano armour is even cheaper than it was before)
I've been looking into some maps we could try out and I stumbled across a map-series called super hostile. As the name implies its a set of (hopefully) very hard maps. Here is a link for you guys to check it out. http://www.minecraftforum.net/topic/191908-ctmcollection-vechs-super-hostile-series/ Let me know what you think on skype or in here
P.S.: Those power armor requirement look pretty insane xud :s
P.S.: Those power armor requirement look pretty insane xud :s
Welcome to Gregtech Interexplodium. Not everything is that expensive, obviously (although god help you if you want a fusion reactor, or power armour as it would seem) but I think a communal effort will succeed at getting Iridium production going. A Matter Fabricator doesn't take that much, really, we can probably scrape that together with enough ferrous ore and maybe a lucky find or two. Still, I do wonder what we'll do next map once we get the matter fab and everything running. Building an industry will take a while, especially with greg, but once we get the ore processing, than what?
Oh I've played super hostile Canopy Exo. Pretty fun! But too hard on your own. I'm more than willing to do some of those adventures!
Edit: More info for those interested: The map is a giant jungle that is pretty much completely in darkness by huge trees. The goal is to collect all colours of wool and solid blocks or iron and diamond. There is random loot EVERYWHERE and a bunch of big dungeons high up in the trees.
I've played essentially every super hostile, they do not function quite as well with big groups. You'll all be starving for a long time if you play I'd suggest spellbound caves, if you're going to play one, but all can be quite fun. Legendary would likely be a horrible choice, but would take much longer if you want that.
Okay, we started the FtB Save the Villagers map, and after an insanely slow start of us derping around quite a bit we finally settled shore and got the first set done after 4 and a half hours after screwing around in the nether with pigmen for WAY too long. We can now trade arrows for iron and stone swords for coal (so free fuel, yay). There really isn't anything we need in particular for the next set except more gold and diamond, which means killing pigmen and farming arrows, hopefully by getting a chicken farm going which we also need for soulsand. The following is a rough road map for tomorrow me and bangerra just devised, in case anyone wants to start playing while we are not on again:
-Automate the cobblestone mining with a block breaker and an oldschool redstone clock. -Set up a proper Pigman Farm we should have built right at the start (okay, we couldn't because we lacked wood but we can now), for example take this design and fill the bottom area with slabs so no more pigmen spawn down there: http://gaming.stackexchange.com/questions/66693/why-cant-i-get-zombie-pigmen-to-spawn -Get chicken to spawn and build a chicken farm -Expand the other animal farms while we're at it. We can probably lower wood production and have trees grow in a more streamlined pattern at this point, but we will still need some. Don't think we can reasonably automate treefarming just yet. -You can get waterproofing from transmuting our inksacs into cactus green in case anybody doesn't see that line.
-Once we complete the next set, the first priority is getting a magma crucible built and running so we can create water from snowballs. -With water, set up a proper mob farm (I have a layout in mind that can easily be expanded with additional floors for higher capacity) so we get arrows for iron trading. -Also set up a proper farm to get wheat going because we need that for animal breading and trading it in for redstone -Get Buildcraft energy going, probably based on coal because we have nearly infinity of that
That should get us through the next two sets, I think the one after is forestry and might require some minor beekeeping, we'll see about that. Someone should also get going on thaumcraft research the moment we get reed for paper as that might eat up a bit of time, and we might also want to start working on solar panels to fill the 100mio EU as early as we can reasonably afford it (we'll need a high voltage solar array at some point anyway so none of that is going to waste).
The buildcraft pump doesn't require copper or tin, it's just a mining well with a glass tank on top so that should be easy to make. Copper and Tin will likely be rewards for when we actually need them.
Making good progress, need to start producing biofuel tomorrow and hope the overnight UU production gives us a vajra and gravichest plate in the morning. After that, there's mystery and figuring out how we get oil or if we really need bees for that =(
Just a warning, the support getting into the server is terrible. You get linked to some launcher, then have to reset your password, but by then you don't feel like minecrafting for a while...
So remember reactors taking insane amounts of copper to build? Here's a Mark I 100 EU/t reactor that takes less than 250 copperJust over 200 copper. And 12 Diamonds. Talk about screwed priorities.
I am not making 6 more monitors to display however many of those things you want to make. We don't have enough room.
Fortunately for you it seems like I've managed to make efficient 6 chamber designs. Don't ask me why 6 chamber reactors are easier on the copper, but guess what, they are.
Also gone through some more of Divine RPG, and by god, is it a disappointment. Here's what the launcher claims:
Quote from Feed The Beast Launcher:
Delve into multiple worlds and experience a true RPG feel. With dozens of hours of game play anybody can achieve what they desire to become. whether someone wants to become a mighty warrior, an explorer, a farmer or a builder, the RPG Immersion Pack offers it all. With 8 new and unique dimensions, over 115 mobs and bosses to be fought, hundreds of items and blocks, this pack is guaranteed to keep anybody entertained. The pack is updated regularly with new content to provide players with even more excitement.
In reality it's about 4 palette swapped Aether dimensions with little to no content other than a few recoloured blocks (literally called things like "red wood", in some cases) and no progression other than "Go to dimension -> Mine ore/kill overpowered enemies -> Get better gear -> Go to next dimension" repeated literally 3 times. The rest of the dimensions aren't anything we haven't seen before either, and again serve no purpose other than to painstakingly acquire some equipment that will be obsolete the moment you step through the next gate.
Also, it doesn't seem to add anything at all that would make being anything but a combat expert viable. You can't do anything but stripmine if you're not able to fight overpowered enemies, you can't explore too well if you can't fight due to running into overpowered enemies, you can't build any better than you can in vanilla unless you get something like the Anger Armour set, which requires you to fight, guess what, a score of overpowered enemies, and unless by farmer they mean "repeatedly kills overpowered enemies over and over for their drops" I really don't see how anyone can be a "farmer" (the plant/grow/harvest crops kind), either. Unless I'm missing some really important things, this mod is really just a list of enemies added to the game that, by the standards of MC, are just stupidly powerful. It's entirely possible to run into enemies that are stronger and more durable than the Ender Dragon in the overworld if you're foolish enough to not stripmine until you either get gear that makes a full suit of Nano seem balanced or cheese the game to the point where even BS armour seems like it'd just cut to the chase.
...Yeah. For a sever it'd definitely take some teamwork, but eh, you know, there's better games to play that are less grind-focused. Like Disgaea. Here's to hoping the TFC modpack gets added sometime soon, but honestly, I wouldn't count on it. PAX is apparently on the horizon, which takes priority. Nothing to do but wait, I suppose
EDIT: For those curious there's next to no news on the TFC modpack, but with MultiMC it's possible to revert MC to an older version to play the current version of TFC, and both Rei's Minimap and Smart Moving (and Player API) have old versions listed in their respective topics on the MC forum, and all that can be combined into a working TFC, if not easily. It'd take some effort to set up, but I think it's possible to run a TFC server without having to wait for either FTB to get to work or for TFC to be updated (there's an update in the works for 1.5/1.5.1, but it's slow going, no thanks to some problematic change or another). Assuming people are (still) interested.
And for those afraid of running into the problem with getting infinite everything in 3 days again, yeah, not going to happen this time. I overestimated Gregtech (rather, I underestimated RP2), but I see absolutely no way 4 or 5 people can get everything in TFC in any "reasonable" timeframe. Unless the map happens to spawn just right, getting to Red and Blue Steel should be like finding a dozen needle in a haystack several square kilometers wide, not to mention that everything takes time and effort. Farming requires maintenance and keeping track of nutrient levels, preventing deforestation and animal genocide takes effort, mining with a prospector's pick is an absolute crapshoot, even making torches takes work. Yes, it can be a drag, but I think it'd be better than waiting for a frame bore to run overnight, as awesome as that thing is.
And to answer a question I assume Arran is going to ask: No, you don't really have any more reason to build a house than you do in FTB. If anything you have less reason, since for one it takes now rare-ish materials (read: Planks), and for another TFC has a mechanic that prevents enemy mobs from spawning outright in a chuck you live and spend enough time in. You might think that makes things too easy, but mobs aren't the biggest problem, really, even though without a metal sword your best weapon is pretty much a wooden sword. Starving to death is the bigger issue.
That really depends on what mod(pack) we'll be using. If we're going to go with Divine NotRPG, I don't know of any mod to add other than Smart Moving, which can be added along with Player API in the exact same way that it can in Ultimate. If TFC, again the only mods I can think of are Smart Moving and Rei's Minimap, maybe Damage Indicators although it's not really necessary. Yes, TFC changes health and armour, considerably, but I can tell you most of not everything easily enough (mostly because, as is to be expected, I can't explain what I don't know about. Why yes, I am Sherlock).
I think that honestly perhaps a run of Divine NotRPG might be the best option, if only for simplicity since it doesn't take jumping through half a dozen hoops, but I'm fine with either, or perhaps something else entirely.
EDIT: So I've done some testing with possible mods to add to Divine NotRPG, from the Ultimate Pack. Applied Energistics, to my great disappointment, needs either IC2 or Buildcraft to function, due to it's power requirement. Buildcraft, on it's own, adds pretty much nothing other than Quarries and the few things they need to run (basic engines, some pipes, the pump, and oil to refine into fuel). IC2 on it's own adds Nano armour and Mass Fab/Iridium and the like, which would break what little balance the modpack has outright. I checked whether or not Modular Power Armour would be useful, but for one it needs IC2 to power the armour, and for another it is...not...even remotely balanced in any respect.
In better news, Ender Storage, which adds the color-coded Ender chests and pouches works. In more bad news without EE3, Thaumcraft and either IC2 or Buildcraft+Thermal Expansion, getting Blaze rods/powder is only a somewhat suicidal endeavour. If you have full enchanted Diamond armour + enchanted weaponry + some DNRPG tools +...you get the idea. And no, Thaumcraft isn't a "balanced" addition. Thaumium armour is, simply put, overpowered for Divine NotRPG. It provided more protection than diamond, can be enchanted to self-repair, among other things, and quite frankly the last thing the Nether needs added to it is those freaking fire bats.
Short version: I got pretty much nothing.
EDIT 2: Got a possible update on why the TFC modpack is taking forever, as well as why updates in general take forever. 1.5 introduced an entirely new way textures are handled, and, well, when you have to wait for 100 mods to update that now need to redo allot of tedious work for no real reason, whelp, delays ahoy.