Well I guess I'll really choose your host since it's the same price as ThunderPig(bruh i think saying the name here won't matter too much) for SSD hosting(Since the FTB server I've played on used that host), and the support seems to be better. I was still considering ThunderPig because it had the HDD 4.5/mo/GB service, but, well, I've asked them how much RPM the hard drive was, and they said 7200 RPM, in my opinion 7200RPM HDD's are pretty slow so your price is the best so far I've seen.
You can certainly give our 1GB plan a try for $6/mo and upgrade if needed. We have a 3 day money back guarantee if you're not satisfied as well. However I'm confident you won't run into any issues on our platform.
Regards,
Dylan H.
Well, I'm trying to see if 1GB of memory is enough for my server, and if the server needs more than 1GB to keep up with 20 players online spreaded into at least 8 of the 10 arenas, I'll prefer home-hosting it and choose a 4.99/mo basic DDoS protection plan if necessary. If 1GB is fine, currently i'm looking towards a 4.50/mo for HDD+1gb and 6.00/mo for SSD+1gb hosting service, but I can consider your service if I ever run into problems.
I'm willing to open a mini-game server with at least 20 slots. It would be a Mob-Arena server with custom gun plugins. I've saw other discussions about how much RAM a server uses, and everyone says about 100MB per player, well that's definitely for a survival server with no or few plugins, and I want to know how much my type of server takes. My server will be running spigot 1.8.3/1.8.5 with Mob-Arena, Crackshot, some custom mob drop plugins and some teleport plugins. I am trying to open about 10 arenas at the same time, to save RAM I can make everywhere (except the arenas themselves) completely void. My server render distance is 6 chunks. My server may load a maximum of 500-750 mobs at the same time, about 100 projectle entities for gun bullets, and about 13*13*11(10 arenas and 1 spawn) maximum chunks loaded with most being void. I am unsure if 512MB or 1GB is able to hold this, since I prefer a server hosting site but does not want to go over 1GB, and hosting at home gives me about 2 or even 4 GB of ram but does not have protection against DDoS. I want to see how much RAM my server will use and then decide which to pick.
Ok it's been several months since I last checked this mod... It has gone so awesome! I'd really like to add it to one of my planned mod packs to add custom crafting components for all the machines. (Nuuuu you can't make those op lazor drills without making dat ic2 iridium for a super lazor emittar and u will also needa mekanism obsidan ingot 4 dat stuff)
We're tired of LOW QUALITY MCREATOR MODS! "Say no to Mcreator!"
And yes, PMC does has rules against MCreator mods.. so post MCreator mods there and it will be gone the next day!
I use MCreator for making custom unified texture ores & ingots for my modpack... I simply add the blocks using MCreator and do nothing else, use CoFH to add world gen and MineTweaker to add OreDict entries and smelting recipes and unbind some ingots from some mods that look really weird. I'm just tired of all the ores and stuff belonging to a mod called Custom Items 2, Tubula Rasa etc. Just for making the ores look more like vanilla.
I'm sort of picky about ore textures. Galacticraft textures looks better than every other mods(it's similar to IC2 texture but still a bit better), but the ores have Redstone mining level and are harder to mine than vanilla ores. TiCo copper ores looks REALLY good... but tin ore just has that weird color that I cannot stand. Railcraft Tin ores looks REALLY good... but haha that green copper ore lol. None of the mods has a suitable Lead texture, it's supposed to be dark gray, not IC2 gray-green or CoFH gray-blue. Also silver ores... I can't stand either CoFH and OnlySilver textures. Aluminum ores is supposed to look like vanilla, I don't like the TiCo textures. Zinc ore from Foundry looks brilliantly but after smelting it... HOLY CRAP the ingot is just like a single color stuff.
P.S. Biomes O Plenty and Project Red 2 gem textures looks just fine for me, but I perhaps have to lower the spawn rate since I found these gem tools to be most people's favorite early-game tools after throwing their Certus Quartz tools away...
I mean, fix this thing faster, please. Those tabs really goes nowhere. Maybe I can do search to get into the hidden tabs... but that's just way too complicated.
I would really like adding tools. I'm planning on adding a tool set called "The Mixture" (Very expensive end-game tool, crafted with everything in a "mixture" and to create it various machines from mods are needed as well as a lot of power) and decided to make it very strong, I've seen Forge tutorials but I didn't get it. My ideal idea is to just steal some code from Draconic Evolution(or simply downloading the code and editing it) and make a pick VERY similar to picks of that mod, but I even didn't get how to recompile a downloaded source in eslipse when I tried editing Big Reactor source to add more coil materials to the multiblock turbine...
Can we use OreDictionary for the recipe and gun boxes? Say I want to use Bronze for guns, for now what I only figured out is to create an item called "Bronze ***" and create its recipe in MineTweaker to require OreDict Bronze, then use it in the configuration of gun boxes. This isn't good enough to do everything... I mean of course we can change recipes of parts (wheels, propellers, etc) in MineTweaker, but what for guns that requires raw materials like Iron to craft? (At least can we use blocks/items from other mods for the recipes?)
Biomes o plenty is probably incompatible with the mod. The ores shouldn't recognize some of the biomes. If I'm wrong, correct me. Plants mega pack is fine if you are at least sure it works with biomes o plenty. Enviromine and gany's mods don't add world gen. Other mods... I don't know.
Hello, I'm trying to create my own Modpack [private one for 1.7.10]. I'm wondering if this mod is compatible with the following mods, at least: Enviromine, Biomes O' Plenty, Ex Nihilo, Gany's mod [Nether, End, and Surface], Garden Stuff, Glenn's Gases, Plant MegaPack, Mystic Mods, Streams Mod and Wild Caves? I presume these are the mods that have more interaction with the terrain generation. Thus, I'm hoping the users of this mod as well as the creator can provide me with some feedback.Thanks in advance for your response.
P.S This is an awesome mod and I would be glad to have it in my modpack. It completes the touch of realism that I'm seeking.
Well, another question, any config options to nerf Precision Sawmill 1 plank -> 6 sticks?
Best setup I can think of to get fuel out of wood using the sawmill:
1. Get 19 planks. (19/6 logs in sawmill)
2. Pass 13 planks in sawmill again for 78 sticks.
3. Make 30 Carpenter's Blocks with 6 leftover planks and 48 sticks.
4. Use 30 sticks and 30 carpenter blocks to make 60 Carpenter's Wedge Slope.
5. Each Wedge Slope burns 1.5 items, so 60 of them burns 90 items.
Each log burns 28.42 items.
Sawdusts:
1 sawdust from each log.
15% chance from each plank made into sticks -> 1.95 sawdusts from 19/6 logs -> 0.62 sawdusts per log
8 sawdusts make compressed sawdust which smelts into charcoal. Therefore each sawdust burns 1 item, equaling each log burning 1.62 extra items.
Final result: EVERY LOG BURNS 30.04 ITEMS WHICH IS INSANE.
Comparison:
Craft into planks:
6 items
Smelt into charcoal:
8 items
Sawmill:
10 items
Craft into planks then slabs(Mod tree types double fuel value exploit)
12 items
Sawmill + craft into slabs:
19 items
Sawmill + Mekanism sawmill into sticks:
19.9 items
Yes. This way you can get 50% more energy from a same size tree farm as the "Optimal", and nearly 4 times as much as smelting wood into charcoal which most do.
Did you nerf wind turbines yet? They look really op in v7, not tested yet in v8. 64 Turbines at y250 made 1500 RF/t or even more, all I used to make it is some stacks of gold, iron, redstone and osmium... Probably only MFR tree farm + Railcraft boilers + Big Reactor turbine setup beats this in terms of renewable power.
0
Well I guess I'll really choose your host since it's the same price as ThunderPig(bruh i think saying the name here won't matter too much) for SSD hosting(Since the FTB server I've played on used that host), and the support seems to be better. I was still considering ThunderPig because it had the HDD 4.5/mo/GB service, but, well, I've asked them how much RPM the hard drive was, and they said 7200 RPM, in my opinion 7200RPM HDD's are pretty slow so your price is the best so far I've seen.
0
Well, I'm trying to see if 1GB of memory is enough for my server, and if the server needs more than 1GB to keep up with 20 players online spreaded into at least 8 of the 10 arenas, I'll prefer home-hosting it and choose a 4.99/mo basic DDoS protection plan if necessary. If 1GB is fine, currently i'm looking towards a 4.50/mo for HDD+1gb and 6.00/mo for SSD+1gb hosting service, but I can consider your service if I ever run into problems.
0
I'm willing to open a mini-game server with at least 20 slots. It would be a Mob-Arena server with custom gun plugins. I've saw other discussions about how much RAM a server uses, and everyone says about 100MB per player, well that's definitely for a survival server with no or few plugins, and I want to know how much my type of server takes. My server will be running spigot 1.8.3/1.8.5 with Mob-Arena, Crackshot, some custom mob drop plugins and some teleport plugins. I am trying to open about 10 arenas at the same time, to save RAM I can make everywhere (except the arenas themselves) completely void. My server render distance is 6 chunks. My server may load a maximum of 500-750 mobs at the same time, about 100 projectle entities for gun bullets, and about 13*13*11(10 arenas and 1 spawn) maximum chunks loaded with most being void. I am unsure if 512MB or 1GB is able to hold this, since I prefer a server hosting site but does not want to go over 1GB, and hosting at home gives me about 2 or even 4 GB of ram but does not have protection against DDoS. I want to see how much RAM my server will use and then decide which to pick.
0
Ok it's been several months since I last checked this mod... It has gone so awesome! I'd really like to add it to one of my planned mod packs to add custom crafting components for all the machines. (Nuuuu you can't make those op lazor drills without making dat ic2 iridium for a super lazor emittar and u will also needa mekanism obsidan ingot 4 dat stuff)
0
I use MCreator for making custom unified texture ores & ingots for my modpack... I simply add the blocks using MCreator and do nothing else, use CoFH to add world gen and MineTweaker to add OreDict entries and smelting recipes and unbind some ingots from some mods that look really weird. I'm just tired of all the ores and stuff belonging to a mod called Custom Items 2, Tubula Rasa etc. Just for making the ores look more like vanilla.
I'm sort of picky about ore textures. Galacticraft textures looks better than every other mods(it's similar to IC2 texture but still a bit better), but the ores have Redstone mining level and are harder to mine than vanilla ores. TiCo copper ores looks REALLY good... but tin ore just has that weird color that I cannot stand. Railcraft Tin ores looks REALLY good... but haha that green copper ore lol. None of the mods has a suitable Lead texture, it's supposed to be dark gray, not IC2 gray-green or CoFH gray-blue. Also silver ores... I can't stand either CoFH and OnlySilver textures. Aluminum ores is supposed to look like vanilla, I don't like the TiCo textures. Zinc ore from Foundry looks brilliantly but after smelting it... HOLY CRAP the ingot is just like a single color stuff.
P.S. Biomes O Plenty and Project Red 2 gem textures looks just fine for me, but I perhaps have to lower the spawn rate since I found these gem tools to be most people's favorite early-game tools after throwing their Certus Quartz tools away...
0
Bring a Punch II bow while on a minecart is necessary. lol
0
I mean, fix this thing faster, please. Those tabs really goes nowhere. Maybe I can do search to get into the hidden tabs... but that's just way too complicated.
0
Not only Progressive Automation... Opencomputers.
0
I would really like adding tools. I'm planning on adding a tool set called "The Mixture" (Very expensive end-game tool, crafted with everything in a "mixture" and to create it various machines from mods are needed as well as a lot of power) and decided to make it very strong, I've seen Forge tutorials but I didn't get it. My ideal idea is to just steal some code from Draconic Evolution(or simply downloading the code and editing it) and make a pick VERY similar to picks of that mod, but I even didn't get how to recompile a downloaded source in eslipse when I tried editing Big Reactor source to add more coil materials to the multiblock turbine...
0
Can we use OreDictionary for the recipe and gun boxes? Say I want to use Bronze for guns, for now what I only figured out is to create an item called "Bronze ***" and create its recipe in MineTweaker to require OreDict Bronze, then use it in the configuration of gun boxes. This isn't good enough to do everything... I mean of course we can change recipes of parts (wheels, propellers, etc) in MineTweaker, but what for guns that requires raw materials like Iron to craft? (At least can we use blocks/items from other mods for the recipes?)
0
Biomes o plenty is probably incompatible with the mod. The ores shouldn't recognize some of the biomes. If I'm wrong, correct me. Plants mega pack is fine if you are at least sure it works with biomes o plenty. Enviromine and gany's mods don't add world gen. Other mods... I don't know.
0
This mod is great with Gregtech, adding a little more customization beats Terrafirmacraft. btw are you still updating this?
0
What about sawmills?
0
Well, another question, any config options to nerf Precision Sawmill 1 plank -> 6 sticks?
Best setup I can think of to get fuel out of wood using the sawmill:
1. Get 19 planks. (19/6 logs in sawmill)
2. Pass 13 planks in sawmill again for 78 sticks.
3. Make 30 Carpenter's Blocks with 6 leftover planks and 48 sticks.
4. Use 30 sticks and 30 carpenter blocks to make 60 Carpenter's Wedge Slope.
5. Each Wedge Slope burns 1.5 items, so 60 of them burns 90 items.
Each log burns 28.42 items.
Sawdusts:
1 sawdust from each log.
15% chance from each plank made into sticks -> 1.95 sawdusts from 19/6 logs -> 0.62 sawdusts per log
8 sawdusts make compressed sawdust which smelts into charcoal. Therefore each sawdust burns 1 item, equaling each log burning 1.62 extra items.
Final result: EVERY LOG BURNS 30.04 ITEMS WHICH IS INSANE.
Comparison:
Craft into planks:
6 items
Smelt into charcoal:
8 items
Sawmill:
10 items
Craft into planks then slabs(Mod tree types double fuel value exploit)
12 items
Sawmill + craft into slabs:
19 items
Sawmill + Mekanism sawmill into sticks:
19.9 items
Yes. This way you can get 50% more energy from a same size tree farm as the "Optimal", and nearly 4 times as much as smelting wood into charcoal which most do.
0
Did you nerf wind turbines yet? They look really op in v7, not tested yet in v8. 64 Turbines at y250 made 1500 RF/t or even more, all I used to make it is some stacks of gold, iron, redstone and osmium... Probably only MFR tree farm + Railcraft boilers + Big Reactor turbine setup beats this in terms of renewable power.