[poll] MOD SERVER CHANGE?

draze, Sun Jul 20 2014, 05:42PM

Possible time for a change. here's three choices to start with that will allow us to further discuss in a little more detail.

Link to the original discussion thread for more information.

http://www.crazy-fools.co.uk/p/forum/forum_viewtopic.php?39806
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Tue Jul 22 2014, 10:40AM

maybe just to add a note that sticking with Monster doesn't mean map will not have to be wiped with the next update..
Re: [poll] MOD SERVER CHANGE?
boriseng, Tue Jul 22 2014, 11:11AM

If the pack isn't seriously broken then the map should tolerate being updated. A Resonant Rise map withstood several updates in succession, with the most notable effects being that all the liquiducts vanished once and the Thermal Expansion recipes used to change between the expensive and cheap versions from week to week.

I think one update did break it badly, but after reloading the backup the same update succeeded.
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Tue Jul 22 2014, 11:27AM

I discussed this with OiNkpiggles and he also said after looking at the change logs that a wipe will most certainly be needed.. After reading a few posts on other forums, they have the same opinion. Too many changes to current in game stuff, if there was no wipe, map would get unstable because of new changes

we had wiped every previous map when Monster was updated just fyi..
Re: [poll] MOD SERVER CHANGE?
geuis, Wed Jul 23 2014, 06:56PM

I can't find anything on Google about 'Yogz' (minecraft yogz, ftb yogz, etc).

I'm ok with a map reset. No opinion on mod packs until I know what yogz is.
Re: [poll] MOD SERVER CHANGE?
Discharge, Wed Jul 23 2014, 08:22PM


I can't find anything on Google about 'Yogz' (minecraft yogz, ftb yogz, etc).

geuis
That tripped me up at first too.

I assume it's this one
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Wed Jul 23 2014, 10:04PM

yup, that one - Yogscast Complete Pack

also pack was updated and Resonant Induction Atomic mod has been added! yay
that is Atomic Science mod ( http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1285665-1-6-4-atomic-science-nuclear-power-and-antimatter ) and Resonant Induction mod ( http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1290979-resonant-induction-universal-electricity similar to rotarycraft machines utilising speed, torque and mechanical power) merged into one!
Nuclear power, Antimatter, Particle Accelerators and tons more cheesey

Yogz complete has technical, magical, adventuring, building, vendors, crazy and fools all covered.. and is considered very stable wink
Re: [poll] MOD SERVER CHANGE?
draze, Sun Jul 27 2014, 05:10AM

My apologies for the confusion guys. was a little tired when i posted the poll and forgot the full name tongue

It's the pack designed by and for YogsQuest fans and members. But it's gained a lot of popularity based on the stable release with so many mods contained.

I had trouble trying to get Galacticraft working with FTB monster (took about 5 weeks of file tweaking but eventually got it working) these guys have taken a massive amount and tweaked the lot to work with each other as much as possible.

At any rate this is just a stage 1 choices. As it stands since most have chosen a newer modded server we could discuss mod types. If however everyone is happy with Yogscast then i dont see anything wrong with changing to AT launcher.
Re: [poll] MOD SERVER CHANGE?
piggles, Sun Jul 27 2014, 10:47PM

i voted for yogz, might give it a try sp aswell smile
Re: [poll] MOD SERVER CHANGE?
draze, Mon Jul 28 2014, 12:10AM

I've been playing it on SP so far and all i can say is 183 freaking pages in NEI?!!!!!!

lol

so far it's VERY stable with so many mods in there. Also if we wanted we could add Mystcraft and a few others back in.
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Mon Jul 28 2014, 02:57PM

I read on their forum that those mods labeled "recommended" when you install the pack are supposed to be in the mod pack (and not optional), they are listed in the mods list as ones already inside, but were not part of the core. Almost everyone who installs the pack selects recommended, I think that's logical.. (not that I wouldn't like some of the additional optional ones..)

Priority for optional mods I believe would be for Opis and OpenEye purely for server stability..

As for mystcraft, if we don't have it, we will never see any Biomes o' Plenty biomes, plants (cool (..or hot?) Hell biome and huge Bee hives in Nether) etc, but on the other hand I'm not sure if mystcraft would make map more laggy (maybe do some more research on this?)
As for quarrying the world we have DeepDark, Twilight, Nether.. (am I missing some?)
for building, some mining, exploring etc we have Moon, Mars, Space Station, Dream/Nightmare and Torment world from witchery..
alternatively u could summon meteors filled with ores using bloodmagic mod or use mfr laser drills etc..

We should keep the world in default generation so that mods like Chocolate quest, AtomicStrykers BattleTowers, Enhanced dungeons (maybe some others?) would work properly since the generated building, special mobs and bosses in them are supposed to be in vanilla biomes.. (not sure if this is still the case)
Thats some info I ran into while searching their forum, but maybe they changed that in newer versions..
Re: [poll] MOD SERVER CHANGE?
squaffle, Mon Jul 28 2014, 03:16PM

I also vote for yogz; some new mods on there for one which will feed my mod hunger wink
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Mon Jul 28 2014, 04:17PM

ok after reading some more on their forums, here's my suggestion:

Lets open a server for current latest version of Yogz pack and jump in to test mods, have fun and enjoy ourselves (don't start huge build you would regret losing just yet), but also hunt for bugs and help improve the pack because they said the 3.0 update that should come soonish will be a very good one that will improve stability even more and just make gameplay better and more enjoyable.
They said they are working hard on ironing everything out, making sure mods work well together and that 3.0 will be the most stable and best update so far..
When we get 3.0 then we should all start on those huge builds and think of a stable permanent map..

Guys creating the pack seem very dedicated and are working non-stop to make it better for all of us..

edit:
ps don't worry, updates come very quickly and on regular bases, just look at the dates for the updates section, awesome! smile
http://www.resonant-rise.com/forum/92-yogscast-complete-yogs/
Re: [poll] MOD SERVER CHANGE?
piggles, Mon Jul 28 2014, 04:27PM

As much as I enjoy mystcraft, I'm actually thinking we should skip it or... just use it to make 1 mining world for everyone to use, the world could be reset every month (or week) allowing for it to change so we could harvest different biome based things.
Re: [poll] MOD SERVER CHANGE?
boriseng, Mon Jul 28 2014, 04:40PM

I used to be against mystcraft but link books can be just so handy.

I haven't even tried age creation though.

Unfortunately due to a screw up in my base I can't even get on FTB.
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Mon Jul 28 2014, 07:14PM


As much as I enjoy mystcraft, I'm actually thinking we should skip it or... just use it to make 1 mining world for everyone to use, the world could be reset every month (or week) allowing for it to change so we could harvest different biome based things.

piggles

If this is an option I vote for it! Sounds like a great idea..
Mystcraft also lags us all out if there's a few players on and someone is creating new ages tongue

as for link books etc, why don't you try using enhanced portals mod?
you have the option to make your own portal network or create addresses for portals and dial the one you want to go to.. (they work in any dimension)

if we do get this pack, witchery mod also adds a very nice way to travel around using waystones set to any point in any dimension or you could bind yourself with spirit of otherwhere which lets you use powers to teleport yourself, very handy smile (you can even summon other players to a location using a special summoning ritual)
Re: [poll] MOD SERVER CHANGE?
draze, Mon Jul 28 2014, 10:33PM

Mystcraft was mainly kept in to allow players to mine somewhere other than overworld. To many "potholes". If we can find another way however then i'm all for it due to the fact that i agree about MystCraft being a "tad" laggy.

As for your mod hunger squaffle. You'd get fat from this mod tongue
Re: [poll] MOD SERVER CHANGE?
boriseng, Tue Jul 29 2014, 09:59AM

Is there another multi-world mod or plugin we could use to create a mining dimension?

Do we even want buildcraft in a new pack?
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Tue Jul 29 2014, 10:42AM

We could use DeepDark dimension for mining, then have it reset like once a month? but this way we would never get the all so boring Promised land dimension tongue

We can't take buildcraft out, it's part of the core, also there are many sub-mods connected to it like buildcraft tools, armor, weapons, additional objects etc..
Re: [poll] MOD SERVER CHANGE?
Freddyfrog, Tue Jul 29 2014, 11:39AM

Could have a portal or something at spawn that leads to like 20k blocks out overworld as a mining area I guess .
Re: [poll] MOD SERVER CHANGE?
squaffle, Tue Jul 29 2014, 07:42PM

I fail to see the issue really; twilight forest is fine for mining really; it's huge and set apart from the overworld; no'one builds there really due to fears of it being reset so no issue surely ? edit: also as mentioned, deep dark and those witchery dimensions.

As far as Biomes a Plenty goes, I don't really grasp the problem, we could just have the world gen as biomes a plenty rather than default vanilla like the world before the current one. BoAp is in Yogz after all . . . Even if it wasn't, how much time has anyone spent in the "Promised land" other than going there, discovering the ender dragon summoning altar was removed in a previous update and gathering some (pointless-ish) amethyst ?

Edit: on the quarry holes subject the two most obvious solutions:

  • remove buildcraft (means no quarries (sooooooo many alternatives) but also no BC pipes which reduces chance of lag from broken pipes etc)


  • have a no quarry holes rule (considering the vast majority of regularly active players on cfuk are regulars and trustable people can just place quarries 15 blocks or so underground meaning no holes)


As far as the first point goes there are a few different quarry methods that don't break the landscape, ender quarries are my fav, technically infinite in quarry size and replace mined blocks with dirt. Or mechanism has the digital miner which has a similar (ish) principle, that's ignoring laser drills and that kind of tech that gen mats infinitely using power
Re: [poll] MOD SERVER CHANGE?
PatentedFiend, Tue Jul 29 2014, 11:32PM

I gave it a try and brought up a quick creative game.

Was immediately confronted with an adorable fox riding on the head of a cow.

Then blew them up with a grenade from ICBM.

I'm now voting for Yogz.

(On a slightly more serious note, not a single rainbow forest in sight, and I appreciate that)
Re: [poll] MOD SERVER CHANGE?
draze, Wed Jul 30 2014, 01:36AM

although as a quick mention. the ICBM mod would probably be disabled as it was in FTB.

Broonie opened almost all the mods to us but a couple were still on the black list.
Re: [poll] MOD SERVER CHANGE?
PatentedFiend, Wed Jul 30 2014, 11:44AM

I assumed we'd get the default list, and that isn't on there. I just wanted to see if it was what I thought it was.

Though if I could make a request I saw that Adv. Gen. was by default out of the pack, and I'd like that to end up in the server smile
Re: [poll] MOD SERVER CHANGE?
draze, Wed Jul 30 2014, 10:23PM

agreed with that one dude. Both myself and Alex like that mod and it's been updated.
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Thu Jul 31 2014, 02:20AM


I fail to see the issue really; twilight forest is fine for mining really; it's huge and set apart from the overworld; no'one builds there really due to fears of it being reset so no issue surely ? edit: also as mentioned, deep dark and those witchery dimensions.

As far as Biomes a Plenty goes, I don't really grasp the problem, we could just have the world gen as biomes a plenty rather than default vanilla like the world before the current one. BoAp is in Yogz after all . . . Even if it wasn't, how much time has anyone spent in the "Promised land" other than going there, discovering the ender dragon summoning altar was removed in a previous update and gathering some (pointless-ish) amethyst ?

Edit: on the quarry holes subject the two most obvious solutions:

  • remove buildcraft (means no quarries (sooooooo many alternatives) but also no BC pipes which reduces chance of lag from broken pipes etc)


  • have a no quarry holes rule (considering the vast majority of regularly active players on cfuk are regulars and trustable people can just place quarries 15 blocks or so underground meaning no holes)


As far as the first point goes there are a few different quarry methods that don't break the landscape, ender quarries are my fav, technically infinite in quarry size and replace mined blocks with dirt. Or mechanism has the digital miner which has a similar (ish) principle, that's ignoring laser drills and that kind of tech that gen mats infinitely using power

squaffle

I said witchery dimensions aren't really for mining, u'll see..

as I mentioned before, generating world in BoP would make some mods like chocolate quest mod and tower mod break at some points as they have to generate structures in vanilla biomes.. so BoP world gen wouldn't be good.. (unless they fixed this issue)

only thing we would miss all BoP trees, plants etc.. but oh well

taking buildcraft out of core pack would mean taking more mods out that are connected and on their forum they said don't touch the core mods since pack might crash or be unbalanced, that;s how they made it..

pack creators said: on the list to the left are only core mods that shouldn't be edited and we placed all others, optional ones and ones supposed to be in the pack to the right side so you can choose. But we gave u the recommended settings so you can choose only ones we want you to have in the regular version of this pack (they are meant to be inside)
default setting are to select recommended mod list, that's what every server says when you want to join and it's logical to choose something recommended..
this is not like oh im gonna add these optional mods etc.. the pack tells you to choose recommended settings as they were supposed to be in the pack..

easiest solution, have DeepDark and Twilight reset after a while and mine in there.. I think that's a good solution.. it will also give new players chance to battle bosses someone already did etc..
Re: [poll] MOD SERVER CHANGE?
boriseng, Thu Jul 31 2014, 08:39AM

OK, point taken: Buildcraft is currently still "core".
Regarding biomes I can't really make my mind up, partly because I don't know which mods are responsible for which features. If its blocking other mods then maybe it ought to go, unless its possible to tweak the config so there's more "vanilla" biome in the overworld map and you have to look for BoP biomes. In modded MC we're generally more mobile and see more of the map.

Regarding tech mods I think TE has become the new tech "core" mod, with a good machine and power system. MFR isn't essential but I would miss it.

I've only scratched the surface of Engineer's Toolbox, I think it has the potential to become an essential but right now its just too hard to explain. Also it seems to have an incompatibility with TE that can take down the server.

I want to persevere with Big Reactors but I wouldn't call it essential. It has some issues, I understand it has a ludicrous water/steam ratio. At least it could match railcraft's ratio.

I could live without railcraft, there are vanilla rails.

I like Mekanism but I haven't got into UE yet, I mostly used RF (TE) as the power source.

There may be some problem mods in UE.
Re: [poll] MOD SERVER CHANGE?
boriseng, Thu Jul 31 2014, 08:53AM

Then there's the magic mods.

I have a bit of a negative view of thaumcraft, it seems as if all I've got out of thaumcraft is more thaumcraft, very little of it has made an impact on other gameplay. Maybe that's just me though not the mod's fault?

I know next to nothing of witchery except what I've been told, that you can use it to put curses on other players which act as near permanent debuffs.

The other systems I really don't know.
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Thu Jul 31 2014, 02:08PM

All the tech mods you listed, TE, MFR, Engin. Toolbox, Big reactors, Mekanism, Atomic science etc are all in this pack plus many more, so don't worry they will all be there, look at the list of mods for Yogscast Complete pack on atlauncher website. As Draze mentioned the list of mods it contains is amazing and combination is made so you can really have a lot of fun (monster on the other hand becomes dull very fast)

As for magic mods, I completely agree on thaumcraft, I did everything in that mod and it becomes a bit plain and boring.. (This pack gives us new thaumcraft additional mods like forbidden magic..)

Witchery is not all about curses (and you can cure those or protect yourself), it's about much much more. From terraforming rituals, changing day and night, controlling rain, many new mobs, 5 bosses to slay, each very different and interesting.
You can raise a volcano, make an ice dome, change biome types, make lands more fertile or less if you want, grow a magical forest, summon demons, make a poison frog rain, make magical shield domes to keep you safe..
Have owls, cats or frogs as your familiars and share soul with them. Use owls to deliver items or throw potions on other players.
You can infuse yourself with spirits to gain special powers.. Recruit coven witches and form you coven so you can call them to fight with you or summon them to help you do a ritual or male it more powerful.. You can visit the nightmare or spirit world and even if you want to build a portal and manifest yourself as a ghost in the Overworld to haunt others..
Sign contracts with imps or demons, make a wand to cast many spells like to disarm enemies, create water/fire, confuse mobs..
You can even summon death (very hard to do) and if you beat him few times and get all of deaths armor u can become death itself and do some amazing things..

Also theres a big list of potions and brews you can make some very useful like substitution to change blocks like dirt sand stone to something else.. Then ones that make opponents blind, put them to sleep or engulf them in webs.. Many plants you can set with different abilities (there are even triffids you can grow as your bodyguards..)
You can also do things like ride a broom, summon banshies or poltergeists and bind them into a stone or item..

This is just a small part of this very complex mod, I promise anyone who likes magical mods will love witchery..
Also mod creator is a very nice guy that will respond to your questions and even look through crash logs if you have a problem..

There is even a crystal ball that you can use to read yours or other players future (and riddles it gives you do really happen in game! Its very fun smile )
As you can tell I love that mod thats why I wrote a bit more about it..
Theres also ars magicka 2, Bloodmagic, Totems and some more magical mods..
Re: [poll] MOD SERVER CHANGE?
squaffle, Thu Jul 31 2014, 03:54PM

Any thoughts on when we'd make the change ? (we seem to all agree on Yogz, plus it has a swish launcher) Everyone seems to check the forums regularly but isn't necessarily on monster, like now there's no'one on; I think people don't want to build etc when there'll be a reset soon
Re: [poll] MOD SERVER CHANGE?
micke971123, Thu Jul 31 2014, 04:12PM

Unfortunately Yogz is very laggy on my computer frown And it takes FOREVER to load up all the mods it contains.
Re: [poll] MOD SERVER CHANGE?
boriseng, Thu Jul 31 2014, 04:56PM

That's probably going to happen with any of the really big packs. That's why I'm kind of pitching the idea of "voting in" mods if we can't find a compact pack that appeals.
Re: [poll] MOD SERVER CHANGE?
AlexKockica, Thu Jul 31 2014, 04:56PM

Check how much ram you have assigned to it.. There is a post about it, it's similar for Technic launcher too, you mustn't assign more than 3-4Gb or ram to the game or it won't work good..

Unleashed was also super laggy on my previous computer before I got a new one and that didn't stop me from playing smile I lowered all setting to min and was the only one on for a long time.. I'm not saying we shouldn't consider players that don't have stronger machines, but everything is going to get more and more demanding and most bigger packs wouldn't run on weaker setups..
Piggles and my base on Monster makes me lag like hell even do I have an above average computer now..

Creating a pack from scratch and adding mods is not a good option.. It has to be stable, there's much more to mod pack creation.. Some mods will crash each other, some don't play nice with others.. Guys doing Resonant Rise and Yogs (which is a version of RR) are working all the time to iron out kinks and make all mods work happily together.. We couldn't just make a pack

also this is why we had a poll up so ppl can vote..

I for one don't want to build on monster as I see no point in doing so.. it's missing lots of mods I enjoy and it would be a waste of time for me at least..
Re: [poll] MOD SERVER CHANGE?
squaffle, Thu Jul 31 2014, 05:35PM

yeah, making a pack would never work, not unless we had like, 5 mods that were known to be compatible.
Even if we somehow made our own pack,
a) people would complain at the lack of mods
or
b) it would be be unstable and crashes, world wipes etc (broonie has enough on using a pack a team has made with lots of bug testers etc let alone if we had a pack assembled ourselves)
Re: [poll] MOD SERVER CHANGE?
boriseng, Fri Aug 01 2014, 01:43PM

Don't overestimate the difficulty either. We probably don't need anything like as many mods as you'd think and if you do keep the pack size down it'll be far more manageable plus we can fix our own problems not wait for an update.

Remember that the major modpacks are trying to please everyone, and also that some mods are really intended for single-mod servers.

There's a few "core" mods that I think we'd want by default.

Then there's some that just solve a game problem or issue

On top of that there's some that I think we'd want because we happen to like them and/or they offer plenty of content to explore.

Beyond that the rest is debatable. For example I'd want to ask who was definitely in favour of reactorcraft, because if there weren't two or three players intent on using it I'd like to do without the ore spam.


Re: [poll] MOD SERVER CHANGE?
AlexKockica, Sat Aug 02 2014, 03:59AM

reactorcraft was just part of the rotarycraft, electricraft and geostrata pack all made by Reika.. they were in monster by default.. no one chose them..

I talked to others and votes are up, so it's clear what pack most want.

Broonie is probably busy atm since he was not visiting the forum lately and will act when he returns and has time for this..

there's no point in further discussion before he returns
Re: [poll] MOD SERVER CHANGE?
draze, Sun Aug 03 2014, 05:01PM

Unfortunately as we are not allowed to create our own private packs without the permission of certain modders, we have to stick to commercial packs created by the teams.
This also means that yes, they come with a lot of "bumf" we either dont need or could do without.

Some mods rely too closely on other mods to function properly and as such removing or adding any mods may disrupt the stability of the pack. This is one of the reasons Broonie tends to leave packs set on default config as it's easier to troubleshoot problems.

During testing of this mod it covers pretty much everything i've been hearing people talk about and desire to have (Banned mods aside).

I have also yet to discover any crashes on my system on SP (Whilst SP isn't MP. My system handles SP just the same as MP mode. I.E "Whining little *%!*$". Even with 183 pages of NEI items to play with it has yet to fail on me.

I'm hoping this pack will actually be more stable than FTB for us, obviously though this will be pushed due to more players accessing different chunks at the same time.

It may be possible to keep FTB running on another server for those who cannot run Yogz, That decision will be up to broonie for resource allocation as will the decision to start up a new pack.

The poll is now closed (2 weeks since creation)

Desired Pack : Yogsquest

You may continue to discuss here. http://www.crazy-fools.co.uk/p/forum/forum_viewtopic.php?39806.25