Pam's harvest craft does add tons of stuff, but almost too much. I personally don't like farming too much unless it's a unique farming system like how growthcraft adds. But it might make it into a later update if people really want more crops to trade/grow.
Blood magic is cool, but with thaumcraft being included and potentially ars magica (if I can get it to work, currently it's incompatible)
there'll aready be plenty of magic stuff to work with.
Quiver bows is a really neat mod, but doesn't fit the medieval feel I'm afraid. And battlegear includes quivers, so we got that covered atm.
Archimedes's Ships is a good idea, I haven't used it myself, but if we could make some sweet ships there's potential for pirates and such. I will find a way to remove the airships though if it's included. Mostly once again for the medieval feel, but also because mo creatures mobs already have flight possibilities (ie wyverns and pegasai). And they're difficult to obtain and maintain, and therefore more valuable and balancing to the gameplay.
But thanks for the suggestions! I'll have to play with archimedies ship a bit before I include it, but it's got a good chance at this point.
And a quick shout out to those potentially playing the server today, a certain player from mangoose's server has been running rampant, stealing items, blowing stuff up and even corrupting chunks with the 3d render glitch. All and all, he's effectively ruined two servers of Mangooses. I'll be putting him on the banned list before anything happens, but I forgot to do it this morning.
If he has managed to join the server, defend your stuff and keep him away from your base. I backed up the server last night while I was preparing the new modpack so if anything really severe happens I can replace anything that was made yesterday.
Eventually to combat this type of behavior I'll suggest people spread out beyond the spawn point after the update. So far everyone on the server's been very mature, but there's always a risk.
So I'll be updating the server today, but currently I'm waiting on one mod permission so the update will be a little later today. I don't suspect it to take long, but regardless the update is going to be somewhat delayed. I'll keep the regular server going regardless till I get the necessary permissions. I'll also make a list of the included mods so people know what's up.
Also, there's been an unusual issue with connecting with some newer members. I think it might have to due with the data requirements for such complicated mods. I forgot to run the server with 2G of memory, which may have been the issue, but I also suggest to other people joining to do the same if their computers can handle it okay. I have 12G of ram, so it's not too hard for me to run the server and play MC at the same time, even with tons of mods.
However if the problem persists, there may be some changes that need to be taken to limit the data use of the server.
Installation will be the same as before. And as mentioned, it is best to have your client set to 2 gigabytes of ram to handle the mods used on the server. And as before, PM me or post questions on the thread if anything goes wrong.
I was considering dynamic lights, but decided to add the lantern mod instead, since it's a bit more interesting and immersive than just carrying around a torch. And no worries about being late, the server's had some issues with disconnecting. We're yet to figure out a solution.
It'll be back on in a moment. I've decided to move the minefantasy version back to 1.0 since there's too many bugs atm with the 1.1 dev. You'll be able to redownload the modpack or just replace minefantasy in your mods folder.
Just a hint; keep the Doomlike Dungeons at 1.2.4 -- I tested the 1.2.7 for several hours with the keyboard propped on the W, and it seemed great. But, the moment I tried to use it for real (after announce everything was fixed) the same old freezing crap started happening.
the connection issues appear to be from an overflow of information coming from the server. I've been researching this and it's because minecraft servers send out tons of little packages of data. The data comes too fast it seems, for players to properly receive this data and the server assumes it is because they have bad connection, then kicks the player. And it seems the more complex mods are, the more overflow issues occur. Perhaps this server is particularly plagued by this because of the number of data intensive mods I've included.
The only solution that has had any success is using a data handling program that acts as a proxy to the server (I know that's confusing, but just bear with me). It's called TCPbuffer, only one person has tried it and he connected okay but his minecraft stopped responding, probably because of it. You can find the program here.
The program essentially works by acting as a middleman between the server and your computer. The program connects to the server, and manages how much data is received and at what time intervals. Then you connect to the actual program.
Here's how it works (If you want to try).
1. Download the program and extract it into a folder.
2. Run the program by right clicking and selecting "open with.." and choose Java SE binary" or whichever java you use.
3. It'll prompt you if the server is running on your computer, set it to no.
4. then type in the address of the server IP, which as you probably know is in the modpack.
5. the proxy is set to run on the port 25500, leave that number.
6. Click start, on the start the proxy.
7. The program is now connecting to the server, but now you must connect to the proxy. Open minecraft
and change the server IP to "localhost" as if you were connecting to your owns server.
The sad thing of course is that these connection issues are killing the server. There's been plenty of people who want to join, but they simply can't because of this disconnect.overflow issue, and therefore don't. If these problems persist, it is likely the server will not continue, or I will seek other possibilities of running a new/modified server (IE, running a FTB server but with Minefantasy).
I apologize to everybody for these issues and for delaying the makings of a potentially great server. But at this point there are few options I have not tried/considered.
Fenrir, just a little bug where you craft a chocolate block. Instead of giving you chocolate it gives you showcases.
P.S where is everything?
Yeah, the lots of food mod has static ID's so it probably conflicted with the showcase. I think I can fix that in a later update.
And everything at the outpost has been moved to the new location. It's due north of the camp, beyond the desert. Me and Braz started on some buildings, but mostly we need to design a wall and get that finished. We also need to get some farms started for anybody who wants do do that. Best place to put them would likely be outside the walls, perhaps on the east side since it has some flat areas.
But mess with my farm and I will end you with magic.
That being said, Blood Magic is fun as well.
Also, possibly add Quiverbows? It has a lot of ranged enhancements, though MF has decent ranged weaponry.
And Archimedes' ships. Cuz legit boats and air ships.
Blood magic is cool, but with thaumcraft being included and potentially ars magica (if I can get it to work, currently it's incompatible)
there'll aready be plenty of magic stuff to work with.
Quiver bows is a really neat mod, but doesn't fit the medieval feel I'm afraid. And battlegear includes quivers, so we got that covered atm.
Archimedes's Ships is a good idea, I haven't used it myself, but if we could make some sweet ships there's potential for pirates and such. I will find a way to remove the airships though if it's included. Mostly once again for the medieval feel, but also because mo creatures mobs already have flight possibilities (ie wyverns and pegasai). And they're difficult to obtain and maintain, and therefore more valuable and balancing to the gameplay.
But thanks for the suggestions! I'll have to play with archimedies ship a bit before I include it, but it's got a good chance at this point.
If he has managed to join the server, defend your stuff and keep him away from your base. I backed up the server last night while I was preparing the new modpack so if anything really severe happens I can replace anything that was made yesterday.
Eventually to combat this type of behavior I'll suggest people spread out beyond the spawn point after the update. So far everyone on the server's been very mature, but there's always a risk.
Cheer's
-datonoman
So I'll be updating the server today, but currently I'm waiting on one mod permission so the update will be a little later today. I don't suspect it to take long, but regardless the update is going to be somewhat delayed. I'll keep the regular server going regardless till I get the necessary permissions. I'll also make a list of the included mods so people know what's up.
Also, there's been an unusual issue with connecting with some newer members. I think it might have to due with the data requirements for such complicated mods. I forgot to run the server with 2G of memory, which may have been the issue, but I also suggest to other people joining to do the same if their computers can handle it okay. I have 12G of ram, so it's not too hard for me to run the server and play MC at the same time, even with tons of mods.
However if the problem persists, there may be some changes that need to be taken to limit the data use of the server.
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
-Ancient Warefare by shadwomage4513
-Antique Atlas by hunternif
-Ars Magica 2 by Mithion
-better dungeons by chocalatin
-Custom Flags by Nerd-boy
-Chisel mod by AUTOMATIC_MAIDEN
-Damage indicators by rich1051414
-Infernal Mobs and Ropes Plus by AtomicStryker
-Microblocks by immibis
-Doomlike Dungeons by BlackJar72
-Lanterns Mod by FLUFFY2
-Lots of Food by Pifou92000
-Morpheous by quetzi
Minefantasy Modpack 2.0 Download: Here
Installation will be the same as before. And as mentioned, it is best to have your client set to 2 gigabytes of ram to handle the mods used on the server. And as before, PM me or post questions on the thread if anything goes wrong.
-Dato
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
Philip of Macedonia II: If I win this war, you will be slaves forever. Sparta: If
Philip of Macedonia II conquers all of Greece but Sparta.
Philip: Shall I enter your lands as friend or foe. Sparta: Neither
The only solution that has had any success is using a data handling program that acts as a proxy to the server (I know that's confusing, but just bear with me). It's called TCPbuffer, only one person has tried it and he connected okay but his minecraft stopped responding, probably because of it. You can find the program here.
The program essentially works by acting as a middleman between the server and your computer. The program connects to the server, and manages how much data is received and at what time intervals. Then you connect to the actual program.
Here's how it works (If you want to try).
1. Download the program and extract it into a folder.
2. Run the program by right clicking and selecting "open with.." and choose Java SE binary" or whichever java you use.
3. It'll prompt you if the server is running on your computer, set it to no.
4. then type in the address of the server IP, which as you probably know is in the modpack.
5. the proxy is set to run on the port 25500, leave that number.
6. Click start, on the start the proxy.
7. The program is now connecting to the server, but now you must connect to the proxy. Open minecraft
and change the server IP to "localhost" as if you were connecting to your owns server.
The sad thing of course is that these connection issues are killing the server. There's been plenty of people who want to join, but they simply can't because of this disconnect.overflow issue, and therefore don't. If these problems persist, it is likely the server will not continue, or I will seek other possibilities of running a new/modified server (IE, running a FTB server but with Minefantasy).
I apologize to everybody for these issues and for delaying the makings of a potentially great server. But at this point there are few options I have not tried/considered.
-Fenrir
Yeah, the lots of food mod has static ID's so it probably conflicted with the showcase. I think I can fix that in a later update.
And everything at the outpost has been moved to the new location. It's due north of the camp, beyond the desert. Me and Braz started on some buildings, but mostly we need to design a wall and get that finished. We also need to get some farms started for anybody who wants do do that. Best place to put them would likely be outside the walls, perhaps on the east side since it has some flat areas.