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    posted a message on Need dedicated server for LARGE atlauncher modpack
    Quote from BensDaMan»
    I doubt you'd need a whole dedicated server, just a host with a non-oversold high clocked CPU and a couple GB's of RAM.

    Which location do you want the server to be in too? I may be able to get you a deal!

    West coast US preferable, but the US in general is going to be more preferable for us than overseas! Main thing is that we just want something that can handle the heavyness of a big modpack (I understand that the YCP is about the same kind of size that FTB and Resonant Rise are) that can actually allow us few players on it to... well, play. As in not worry about immediately imploding the server because I went to space while somebody back on the overworld was poking through their Applied Energistics computer at the same time.
    Posted in: Hosting Requests
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    posted a message on Need dedicated server for LARGE atlauncher modpack
    My friends and I (there's at most 6 or so of us that'll be playing on this server together) have been trying and failing horribly to get a server that can run the Yogscast Complete Pack with any sort of stability.

    Our needs:

    It must be a dedicated server. Not a virtual server, that won't do. I know enough to know that modpacks of this size can't survive on a VPS.

    We only need support for up to 10 players at MOST, but our requirement is that it's got to be able to handle us actually running around and enjoying ourselves, building mighty machines, going off into space, jumping through portals, you get the gist of it.

    It must have control panel support built in, preferably Multicraft as it's the one we're most familiar with, but a stable server is worth more than a familiar control panel. Easy FTP access is a given, obviously.

    Cost isn't that big of an issue. We're splitting it between us, and have gone between fairly cheap $40 and ones running over $100. We just want to build our castles and shiny machinery, man. That said, I'd really prefer not to swing over $100 here.
    Posted in: Hosting Requests
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    And I suppose I'll post the fruits of such labor, at least. Really glad I can take lovely screenshots now.




    Don't mind the oil fire, we're uh... working on it.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    I have found the solution, so am posting it here for all to see, since a cursory google search tells me that the only other place to find it is a tiny reddit thread! The conflicting mod is Modular Powersuits, and of those nearly 300 mods, it is the ONLY conflicting mod.



    Thankfully, the solution is not only simple, it allows you to still use the mod!

    Simply go into the config file in /config/machinemuse and go into the powersuit config. Find the line for Shaders (just ctrl+F if needed) and set it from TRUE to FALSE. Bam done, bob's your uncle, everything's beautiful now. Thank you for your help euphoria :) I needed to update my graphic's driver anyhow haha
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from euphoria4949

    That's what I thought. Slowly add your mods back to the mods folder one by one testing on the new world each time you add one until you find the offending mod, then decide, can you live without that mod/s.

    For the sake of disclosure, just posting to let you know that I'm working on it still, testing all these mods. Once I figure out which ones (or hopefully just one!) it is, I'll post back here. So far I'm back up to 72 mods and climbing.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from euphoria4949


    Ok first off, what version of the Shader Core do you have installed???

    Secondly, what Nvidia driver version are you running??? Google will help if you do not know how to obtain this info.

    Also I can see you have mods installed that have been known to cause issues. Please temporally remove ALL mods from your mods folder, except of course for the Shader Core and Forge if it is required for your version of the shader core. Then run MC and start a new world as a test platform. See if you have the same issue.

    Running 2.2.2 since that's the 1.6.4 compatible one, Nvidia driver is 340.52, and it DOES work without mods, so I suppose the next question is, what mods are you talking about that you're aware can cause issues for me?
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from euphoria4949

    Can you post a screenshot or two please, as the cause could be many things.



    I'll start with the blinding brightness with v10.1 Standard http://i.imgur.com/i2Il01Q.png?1
    Next up is the equally blinding brightness of 10.0 Standard (Here you can also see I get errors that I only see with the 10.0 and 10.1 versions) http://i.imgur.com/V5N5Dmm.png?1
    Next is 10.0 lite, which also has the error, but isn't blinding and is almost normal, except for general dim/lack of lighting and weirdly white text on signs that I just noticed. http://i.imgur.com/QWiBHmm.png?1

    I'd like to note here that despite all the mods (it's a big modpack), this is still with the base textures, and none of the mods are visual tweaks of any sort. No optifine either.

    Next is v08 Standard, where everything goes all hellish and red http://i.imgur.com/j1fezU7.png?1
    Next is v10 RC6, where the error returns, but everything is almost weirdly beautiful actually! http://i.imgur.com/3c7muZ1.png?1 Totally unplayable though, obviously.
    Finally, moving to v10 RC7 1.6.2 compatible, we transition into the nega zone apparently. Water looks cool though. http://i.imgur.com/P631k8Q.png?1

    That's all I got. I feel like I must be missing something quite fundamental here, and I'd love to be clonked over the head with it.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    I'm having a good deal of trouble finding info about running this on 1.6.4, any advice? I've tried all of the shaders currently listed and all give one problem or another, either everything being red, everything being blindingly bright, or inverted colors, or just not working at all. I'm not on a mac, and my GPU is a GTX 670, not the beefiest of cards but it should be getting the job done!
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TDWP_FTW

    wut...

    Skulls don't spawn anywhere...

    Unless you mean skeletons, which in that case, mob generation wasn't change for the Volcano biome.

    Skeleton skulls, I meant. They also spawn in Lush Deserts but it's not as bad. It must be one of my other mods, then, though we don't really have too many... I'll investigate it a bit more.

    EDIT: Aha! I found the problem. It was atmosmobs (installed it along with BOP), which was having every single vulture that spawned in the Volcano biome drop a skull... and after a day or so, the landscape was littered with bazillions of skulls, because the chunk was constantly loaded.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Is it possible to turn off skulls spawning in a Volcano biome? It's getting a weeeee bit out of hand on my server...
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    I have a pretty simple question that I'm sure you smart-folk can answer. How long, exactly, is a repeater delay? It's not the 1/10sec redstone tick, because then a 64 repeater delay would be 6.4 seconds, not ~20 seconds. Does anybody happen to know -exactly- how long one repeater tick is? Or just straight up what a 64 delay is. Knowing more precise than 20 seconds will do me good, but I'm not sure how to go about figuring it out exactly.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Aeraesoria

    that's actually not a good idea... at max you really don't need a node to be more than 1-2k in size. If the nodes become to big you can practically destroy any node network in your game and since the node is so large you'll have a hard time trying to have it recharge it's aura/viz. Now where is our local node/aura expert when we need him? the one that totally proved me wrong and made me eat my words a dozen or so pages back XD

    I actually found my node, though I still can't find any other nodes anywhere unless I go WAAAAAAAY far away to unexplored chunks.

    My node was originally deep beneath my base... now it moved on top of the mountain, next to my netherportal, and turned into an unstable dark node! Had to surround it with a protective case rather quickly. This is actually much more interesting, this'll be even more fun to grow (which I definitely have to do, since it's only ~420 vis).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    At least... I think I fixed it. I'm not even sure. I can no longer find 'my' node, and in fact 'my' node seems to be covering a vast, vast, vast area... I can't find any other nodes with my goggles no matter how far out I go out. Very odd and a little disappointing, since I'd been planning on making a 'containment chamber' around my node, which is now gone. :( My devices all work again and the node (wherever it is) seems to regen normally, but that just makes me sad. I wanted to grow it to apocalyptic sizes, too.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Aeraesoria

    of course you can via the config file, turn the option for it to true, it should be at the very end of the config. Another way to get it to regenerate is to name the thing titled DEFAULT to something else. It should regenerate everything that's missing in already explored areas.

    I'm having the same issue as him (aura nodes have vanished everywhere that has already been explored) and changing the config didn't fix anything. My server got spammed with regeneration notices as if it was regenerating the aura nodes, but it simply didn't regen them. :( If I go to an unexplored chunk or make a brand new age in Mystcraft, it correctly generates aura nodes, but that doesn't really help when the thaumcraft lab is already all set up along with my furnaces in the current chunks.

    EDIT:

    I found the problem! I had to tell it not only regen aura nodes, but structures as well. Works splendidly again.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Herecius

    /snip quoting myself

    Update; generating materials in an already made world that happens to be colossal is just computer strenuous. Once I'd flown around for an hour or so carefully hitting the vast majority of blocks that had been previously explored, it eventually worked just dandy. I simply let the server continue to regenerate chunks until it imploded from memory overflow, then started it back up and kept going, until it was no longer finding previously-explored chunks.

    On an interesting side note, Thaumcraft seems to generate its ores/auras/trees EXTREMELY selectively in the Biomes O' Plenty mod. Makes for some interesting treasure hunting when looking for Silverwood or Greatwood trees. After no less than two hours of searching, I found exactly one Silverwood and exactly one Greatwood tree, in a HillyJungle and Frozen Plains biome respectively. It'll make completing research just that much more rewarding.
    Posted in: Minecraft Mods
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