FTBmonster (Update)

draze, Mon Apr 14 2014, 05:14PM

Please be advised that FTBm will be recieving an update.

This may or may not include a map wipe if it can be helped however due to some of the mods/machinery being updated a map wipe may be required.


Re: FTBmonster (Update)
BRooNiE, Mon Apr 14 2014, 05:25PM

With that, if you could please post whether you would like the map to be reset, or for us to attempt to 'keep' it (along with any bugs that may come with that)
Re: FTBmonster (Update)
AlexKockica, Mon Apr 14 2014, 05:41PM

edit:

I know how painful that is, but I vote for a map reset.. We just had too many little bugs and glitches that give lag and cause map instability already.. (we still have some of that smoke in old base that made us waste 3-4 full days fixing it)
In the long run it's always better to have an updated map and we'll probably be thankful later, but it hurts in the short run cause of all the stuff we acquired and built..

I would also suggest, could map be generated in Biomes 'o Plenty setting? BoP is already in game, but we get those biomes only in mystcraft ages since it's not generated in Overworld in default setting..

Note that this doesn't change the mod list, any config files or anything similar, just the way map was generated..

I would like to hear others thoughts on this?

ps Sorry for a small digression, but if there is still a possibility of mod pack change, changing Unleashed or something like that, I have been testing and watching vids for the Attack of The B-team mod pack and it is very fun and interesting.. It bring up a new and different multiplayer experience.. Mixing mods like Witchery, Galacticraft, Archimedes ships, Flan's planes and Mecha's etc etc cheesey Does any one else have experience with this pack or any thoughts about it?
Re: FTBmonster (Update)
draze, Mon Apr 14 2014, 06:15PM

Vote: Map wipe, personally i find it best to start fresh and remove the "junk"
Re: FTBmonster (Update)
Mortocus, Mon Apr 14 2014, 07:43PM

Vote: Map wipe
Re: FTBmonster (Update)
TheBlueGenie, Mon Apr 14 2014, 08:33PM

Vote: Map Wipe
Re: FTBmonster (Update)
piggles, Tue Apr 15 2014, 12:47AM

we agreed to be part of the beta and that means accepting a map reset for a more stable environment, so as much as it pains me, I vote upgrade and map reset

edit: also it needs to be done fast like a bandaid, I promise I can take the pain!!!
Re: FTBmonster (Update)
draze, Tue Apr 15 2014, 01:07AM

Dont worry piggles, we'll be very gentle and slow for you. We know how sensitive you can be lol

Yeah Broons has been working on the site, as this was suggested late last night it will be done when he can tongue
Re: FTBmonster (Update)
AlexKockica, Tue Apr 15 2014, 02:32AM


edit: also it needs to be done fast like a bandaid, I promise I can take the pain!!!

piggles

hey u stole my line! lol
Re: FTBmonster (Update)
PatentedFiend, Tue Apr 15 2014, 04:12AM

Vote: Map Wipe

t'is a shame, having practically just finished our new tower...but ah well
Re: FTBmonster (Update)
Chista, Tue Apr 15 2014, 06:34AM

I'd like to see the map preserved if it can be helped, but if it can't I will accept a map wipe.

Maybe if it does ill be able to get some machines up before the map wipes again...
Re: FTBmonster (Update)
draze, Tue Apr 15 2014, 09:02AM

Well hopefully they've been fixing some of the nasty bugs and we can progressively keep the map for longer at a time.
Re: FTBmonster (Update)
draze, Tue Apr 15 2014, 09:03AM

UPDATE :

--Votes--

Wipe - 7
Keep - 1

In heinsight i should have put this up as a poll. But heh, the flu does funny things to a zzzzZZZzZzzzzZzz......*blink*... what was i saying again?
Re: FTBmonster (Update)
wjg999, Tue Apr 15 2014, 10:38AM

You were saying that you were going to release us from from these testing chambers, also im in favor of wipe as the amount of troubles that keep returning after a rollback are still many, if next map is "stable" at the time of an update try to keep it during the update and if problems arise a wipe that way we still have a chance at retaining stuff.
Re: FTBmonster (Update)
squaffle, Tue Apr 15 2014, 04:01PM


if next map is "stable" at the time of an update try to keep it during the update

wjg999

Agreed wjg.

Regular wipes kill the buzz a bit for me; no point building a nice base or infrastructure if it's going to be deleted after it's built.
On that note any way we can bring things from this world without there being item number issues ? (Basic power setup and some Basic ME stuff & machines ?). Some other things take a tremendous amount of time to get going before they become fun (bee breeding for instance)
Re: FTBmonster (Update)
draze, Tue Apr 15 2014, 04:28PM

Not really as the mods get updated there may be conflicting ID's, slight differences in blocks, updates that change the way a block interacts all small things there but there can be many unknowns during updates from this stage. We learned whilst doing FTB ultimate that world changes often led to glitches

Besides we were all warned before starting FTBmonster that it was in beta stage and may/may not need to have map wipes. So really any large scale building was at the risk of this.

Dont get me wrong i do feel the same way about keeping items to take over but there are just too many uknown variables with this many mod packs. 1 kept item may bug out we just dont really know.

So it's either update and wipe. Or update and keep the map and potential glitches that come along with it.

Broonie could go into more detail as he knows more of how twitchy these mods have been on the backend.

On WjG's note - This map has been unstable. Mod's have been causing glitches to the point of chunks needing to be regenerated and players game files wiped to put them back at spawn and away from what's causing the server crashes.

I hope in the next update they've fixed the taint and rainbow trees issue.
Re: FTBmonster (Update)
AlexKockica, Tue Apr 15 2014, 04:41PM

it's painful, we have all worked hard, stocked up lots of stuff, but you should have used this time to test your builds, experiment etc.. that's what beta is for.. also it wouldn't be fair to all players if we could keep stuff from previous map..

I see Draze repeating the same sentance over and over again..
1. Everyone who played on FTBm sever is considered to have read and agreed to beta testing rules (and agreed not to whine about resets etc tongue)
2. If we don't get a map reset, you keep this one and you build lots and lots more and then one day a horrible glitch/bug corrupts the map and you lose everything again.. At least if we get a new map there will be less chance of that happening and better stability overall.. So it's for the greater good for us all..
No body wants it, but it's the right thing to do..
Re: FTBmonster (Update)
draze, Tue Apr 15 2014, 05:21PM

Mostly yeah, We really are playing with a massive "unknown" with this pack. The fact that something as simple as a tree was causing server crashes is quite nuts. We dont really know if this next patch will improve on performance or not but we have to try if we want to keep playing modded.

The only ones i really "whine" about are the pack devs. It seems like they are mostly ADHD kids who can't keep their eyes off new shineys. In the past what? 6 months?.. we've gone from FTB Ulti > FTB unleashed/Unchained > Horizon > Monster... It's quite daunting to think they really get anything "stable".

Also in this pack we can thank GregTech for a lot of the conflicting Item ID's etc as he has taken over a few mods such as Inustrial craft. With that comes some of the old FTB ulti glitches due to some of his rather "unique" scripting.

But i digress. The main vote stands -

Keep the map and update (May come with glitches)
Wipe the map and update (May come with different glitches)

Due to some of the mod updates the first selection has a possible higher chance of problems but like i keep saying this is an unknown area hence the vote.
Re: FTBmonster (Update)
Chista, Tue Apr 15 2014, 06:04PM

Its mostly odd that the trees only started crashing this update, since the last me and WJG were also near/in a rainbow forest but we never crashed.
Re: FTBmonster (Update)
Soul_UK, Tue Apr 15 2014, 06:49PM

Vote: Map reset and update.

I've only managed to find about 5 diamonds on this map, so it's gotta be dodgy tongue

Plus my base is small and boring - time for a fresh start (now I know vaguely what I'm doing on FTBm) cheesey
Re: FTBmonster (Update)
draze, Tue Apr 15 2014, 06:56PM

Vote Update:

Wipe - 8
Keep - 2
Re: FTBmonster (Update)
AlexKockica, Tue Apr 15 2014, 07:22PM

I have 2 heads so I get 2 votes..
-wipe - 9
-keep - 2
lol jk
IC2 has pretty much became a useless mod and could almost be removed since other mods do most of the stuff and better.. tongue
I wanted to ask, since Draze tested Horizon and it was too glitchy, was is it more unstable than this? Maybe consideration? Just wanna know..
As for the Rainbow forest, my lab and old old umbrella base are near one and Taint has devastated us.. It causes a lot of "Buffer overflow" error for a lot of ppl near Taint..
Now we moved the base (3 times, 4 if you count the newest Draze's Umbrella lava cube), but I managed to clear most taint there and I'm still not 100% sure there is no corruption.. tongue
I really hope this is addressed in the next update..
ps I have also laid down a lot of TNT in our current base.. not yet detonated.. so votes better end with a wipe (I also blew up the NPC village next to us tongue) lol
Re: FTBmonster (Update)
draze, Tue Apr 15 2014, 08:10PM

well that's your mess since you were too impatient tongue

yeah horizon was actually worse than monster, even in single player it was causing nothing but crashing and console spamming.
Re: FTBmonster (Update)
AlexKockica, Tue Apr 15 2014, 08:45PM


well that's your mess since you were too impatient tongue

yeah horizon was actually worse than monster, even in single player it was causing nothing but crashing and console spamming.

draze

lol ik smile that's why I didn't yet pull the trigger smile (except for those poor homeless villagers.. Ima build an even better village if we don't get a wipe)

I played Horizon for about 1,5 - 2 hours in single player and din't receive a single error.. I guess it depends what items and mods u use while playing..

I'm still secretly hoping we get any mod that has witchery inside cheesey
gathering herbs, bits and bobs, then cursing Draze and Piggles with madness, blindness etc. = priceless (also GC.. I wanna build on the Moon!) maybe one day..
Re: FTBmonster (Update)
draze, Tue Apr 15 2014, 09:16PM

Well i can't speak for Witchery but i can definetally say that until the modders of GC pull their fingers out and get it working on a large multi mod platform instead of 4 mods only.. not many will use it much.

Lets take one server at a time right now though tongue
Re: FTBmonster (Update)
draze, Wed Apr 16 2014, 12:32AM

@Chista - The trees were also crashing some of us out on the first build v1.0 however most of the time it was a client crash and not a server crash. In this instance we can assume they attempted to fix it and made the problem worse tongue
Re: FTBmonster (Update)
Chista, Wed Apr 16 2014, 05:45AM

I guess it really depends on hw many people are near how many trees. In our case first map, 8 trees, no problem. Also mostly me and WJG has one-crashing-the-other issues in ourt home forest, but later during tower exploration ran into a forest that crashed everyone. 11 trees in the first forest, but about 20 in the other forest.

Now I'm curious how badly I'm gonna end up having liquid spread coded in EI. =S

Personally I dislike taint anyway so have a natural "one mile around" system, but I dislike anything that sends angry mobs my way ; ;
Re: FTBmonster (Update)
squaffle, Wed Apr 16 2014, 11:39AM

oh yeah that's a thought, in the new map natural spawning of tainted areas could do with disabling in the config; we had so much generating naturally in this map :S
Re: FTBmonster (Update)
Chista, Wed Apr 16 2014, 11:44AM

The problem with that would be that causing a chunk to become tainted would take several hundreds time more effort then it did in thaumcraft 2 =(

Taint created through infusion and cauldron use is temporary, though it is possible that it will spawn tainted creatures.
Re: FTBmonster (Update)
draze, Wed Apr 16 2014, 02:18PM

Unfortunately taint is rather required for quite a few different things. It would be nice if we could decrease the % of taint but the best option is to just destroy any totem in the nearby area and plant blooms that helps.

I've been testing out 1.1.1 singleplayer and so far i haven't come across any issues. It even seems more stable as far as frame rate and graphics lag. Testing further and if i find anything i'll let you all know to watch out for it.
Re: FTBmonster (Update)
wjg999, Thu Apr 17 2014, 07:00AM

As far as I know there is a config option to disable taint SPREAD not the actualy generation of this, so if that could be turned on it would probably help a lot of us.
Re: FTBmonster (Update)
Chista, Thu Apr 17 2014, 12:59PM

that would be quite a useful option indeed.

Also, gascraft should probablt be disabled on a new map to avoid a recurrence of the smoke issue?
Re: FTBmonster (Update)
draze, Thu Apr 17 2014, 02:18PM

that wasn't a smoke "issue" that was a complete disaster comparable to a small volcano. Piggles created Umbrella Mt Etna!
Re: FTBmonster (Update)
Chista, Thu Apr 17 2014, 02:23PM

I was trying not to exaggerate, my initial thought was "the cataclysmic occurence"
Re: FTBmonster (Update)
piggles, Thu Apr 17 2014, 07:55PM

i still think it was sabotage!!!!
Re: FTBmonster (Update)
squaffle, Thu Apr 17 2014, 08:58PM

Yeah, I know infusions create tainted animals; while making a golem core the treadmill pigs were killed by purple lightning but seconds later rose from the dead . .
Re: FTBmonster (Update)
draze, Thu Apr 17 2014, 08:59PM

*Mr wong* I smell sabetage.... oh! and potatos!
Re: FTBmonster (Update)
draze, Fri Apr 18 2014, 12:54PM

Ok ladies and gents. I've been testing the 1.1.1 update quite rigorously and it seems as though they fixed a lot of the bugs from the previous version.

So far all i've come across are the occasional Client crashes but from the logs those look to be due to my busted old fuddy duddy graphics card than an actual real problem.

I think it's fairly safe to assume it would be better for the server to update at this point.
Obviously i can't say this for 100% certain as it's SP enviroment, not SMP.


The [Update and new map] wins by [9 - 3] as this covers the majority of players frequently on FTBm.

Thanks for your votes everyone, hopefully this release is more stable and we can keep the map. FTBm will most likely remain in Beta testing mode until the mod is stable enough.

no - The server has not been updated yet. i know you're all jumping to hop on and get to work on it tongue, It remains on 1.1.0 until Broons is ready to implement the updates.
Re: FTBmonster (Update)
BRooNiE, Fri Apr 18 2014, 03:44PM

Has it been made a recommended release yet?
Re: FTBmonster (Update)
draze, Fri Apr 18 2014, 04:06PM

the team just said "we're done with the update. We'll change it to recommended in the usual timeframe" so really it's done they just change it when it hits a certain point. (looks like they're all pre-occupied with Curse and PAX conference)

Last post of update completion was on the 4th and it's now the 17th. Dragging heels feels here from FTB tongue

I have a feeling though that it will be released on recommended by the end of the month if you'd rather wait till then.


As an addition if anyone is interested in a read.

I present the full 1.1.1 changelog

https://feedthebeast.atlassian.net/wiki/display/PML/Monster+1.1.1
Re: FTBmonster (Update)
AlexKockica, Fri Apr 18 2014, 04:27PM

seems it's not yet official, unfortunately.. but if 1.1.1 is not the recommended version I don't know what is.. 1.1.0 has proven to not be stable and have many faults..
Will you consider generating map with Biomes o' Plenty possibly? We are missing out on items that can only spawn if that is the case since BoP is enabled by default now..
Re: FTBmonster (Update)
Chista, Sat Apr 19 2014, 09:22AM

As of this morning, 1.1.1 is recommended. I have my version set to recommended and it now asks me to update.
Re: FTBmonster (Update)
draze, Sat Apr 19 2014, 12:56PM

That was a little faster than i expected for them tongue
Re: FTBmonster (Update)
BRooNiE, Sat Apr 19 2014, 05:29PM

Map wiped, server updated.