With the mods stabilizing at 1.45, and the impending update to RedPower, I am re-launching my server. So, in preparation I am making the necessary requests for permission to include the mods in a modpack for private, non-commercial distribution to the server members. As per the requirements on the first post, I will be including a credits file in the pack acknowledging the hard work of Eloraam and giving links back to this thread.
so has the server gone further into Europe or something (the test one at least) cuz im getting pings of 1.5k to 2k and im stuck in the main settlement area from EOS. I remember the main one being laggy due to the whole transatlantic connection but not THAT bad
Hmm we need more cables to connect continents
I'm also seeing server as offline, so maybe it's not just me?
Ok seems server is online.
I'm from EU and i have so many EOS that i can't even play for 1 minute, maybe i patched jar wrong, i'll test it some more later on.
Apparently it had something to do with the antivirus software that Cypher put on the server. It saw logging into MC as a DDOS attack, and was causing the EOS's. He disabled that problem and now things should be better. Let me know if you still can't connect.
1.4.4 is out. Shut the test server down until mods start updating. When it comes back up it will probably be a new world anyway, as I want to add a couple of more world-gen related mods. I'll keep everyone posted.
It would be easier and better if bc3 added industrial liquid pipes and allowed to paint pipes so they wont link together, like you can do with cables.
Now you are crossing redpower in there. The only wiring BC has is pipewires. Three is already some of that functionality in there. Coble and stone don't connect to each other. Sandstone only connects to other pipes, not machines. By using those 3 you should be able to prevent unwanted connections.
hell, most people would be happy with world gen, without microblocks just so they can get their server up and going.
As a long-time user of Redpower on my server, I agree with this idea. My natives are also getting restless, and we have been playing with the other mods on a test version of the server, but we are about at the point of abandoning Redpower completely, even though it is the single mod that adds the most to the experience, because we are tired of being stuck on 1.25. Adding it later once it does finish, (I do believe she will finish it someday) is pretty crappy because you lose out on the world-gen aspects.
Has anyone that actually has Elo's ear suggested just releasing "World" and adding the other modules later? Considering Redpower is already broken into modules, it doesn't seem like too much of a stretch.
I don't want to be considered another one of the self-entitled trolls in this thread. I have nothing but respect for Elo and the work that she has put into one of the 5 must-have mods for my server, but reality is creeping in. Other developers have given up, and we have had to leave mods behind. I would prefer not to lose all of the potential that Redpower has.
whoo 1.4.2 testy! lol! dude ive missed being there XD finally
Welcome back. Kind of a free-for-all right now, with everybody trying out the new stuff. once we get a solid MC build, we can get some solid mods and get back to work for real.
In the meantime: New update pack is up. updated forge, so re-patch your jars. Extrabees is back in.
Edit: New test pack is up. updates to NEI, Steve's Carts, Extrabees, and Thermal Expansion. Enjoy
I’m having trouble logging in. The map starts to load then my client crashes.
It works in sp but all the times I tried to log in it crashed.
Crash reports
How do you hide these things?
---- Minecraft Crash Report ----
// I blame Dinnerbone.
Time: 11/6/12 1:30 PM
Description: Code Chicken Core
codechicken.core.NetworkClosedException
at codechicken.core.ClientUtils.getServerIP(ClientUtils.java:67)
at codechicken.core.ClientUtils.isLocal(ClientUtils.java:81)
at codechicken.nei.ClientHandler.onWorldChange(ClientHandler.java:206)
at codechicken.nei.ClientHandler.tickStart(ClientHandler.java:159)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:116)
at cpw.mods.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:350)
at net.minecraft.client.Minecraft.l(Minecraft.java:1452)
at net.minecraft.client.Minecraft.J(Minecraft.java:854)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
Relevant Details:
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.6.0_15, Sun Microsystems Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
- Memory: 345622424 bytes (329 MB) / 674037760 bytes (642 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 18502 (1036112 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.8.424 Minecraft Forge 6.0.1.350 26 mods loaded, 26 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.4.2]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
snyke7_AdvancedMachines [Advanced Machinse] (AdvancedMachines v1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.108.71-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AdvancedPowerManagement [Advanced Power Management] (AdvancedPowerManagement-1.1.30-IC2_1.108.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CompactSolars [Compact Solar Arrays] (compactsolars-universal-3.1.1.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ComputerCraft [ComputerCraft] (ComputerCraft1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Dynmap [Dynmap] (Dynmap-1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgottenNature [Forgotten Nature] (ForgottenNature_v1.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.44-1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IronChest [Iron Chest] (ironchest-universal-4.2.2.138.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.0.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.2-0.9.4.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PortalGun [PortalGun] (portalgun1.4.2v0.2_universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Railcraft [Railcraft] (Railcraft_6.7.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
StevesCarts [Steve's Carts] (StevesCarts2.0.0.a17.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion|Core [Thermal Expansion] (ThermalExpansion-2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
--- Minecraft Crash Report ----
// Don't be sad, have a hug! <3
-
Time: 11/6/12 1:20 PM
Description: Unexpected error
java.lang.RuntimeException: codechicken.core
.NetworkClosedException
at com.google.common.base.Throwables.propagate(Throwables.java:160)
at cpw.mods.fml.client.FMLClientHandler.haltGame(FMLClientHandler.java:180)
at cpw.mods.fml.common.FMLCommonHandler.raiseException(FMLCommonHandler.java:192)
at ModLoader.throwException(ModLoader.java:885)
at codechicken.core.ClientUtils.getServerIP(ClientUtils.java:72)
at codechicken.core.ClientUtils.isLocal(ClientUtils.java:81)
at codechicken.nei.ClientHandler.onWorldChange(ClientHandler.java:206)
at codechicken.nei.ClientHandler.tickStart(ClientHandler.java:159)
at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:116)
at cpw.mods.fml.common.FMLCommonHandler.onPreClientTick(FMLCommonHandler.java:350)
at net.minecraft.client.Minecraft.l(Minecraft.java:1452)
at net.minecraft.client.Minecraft.J(Minecraft.java:854)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
Caused by: codechicken.core.NetworkClosedException
at codechicken.core.ClientUtils.getServerIP(ClientUtils.java:67)
... 10 more
Relevant Details:
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.6.0_15, Sun Microsystems Inc.
- Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
- Memory: 338968080 bytes (323 MB) / 674234368 bytes (643 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 18522 (1037232 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.8.424 Minecraft Forge 6.0.1.350 26 mods loaded, 26 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_ReiMinimap [mod_ReiMinimap] ([1.4.2]ReiMinimap_v3.2_05.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
snyke7_AdvancedMachines [Advanced Machinse] (AdvancedMachines v1.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IC2 [IndustrialCraft 2] (industrialcraft-2_1.108.71-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AdvancedPowerManagement [Advanced Power Management] (AdvancedPowerManagement-1.1.30-IC2_1.108.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CompactSolars [Compact Solar Arrays] (compactsolars-universal-3.1.1.16.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ComputerCraft [ComputerCraft] (ComputerCraft1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Dynmap [Dynmap] (Dynmap-1.0.zip) Unloade
d->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ForgottenNature [Forgotten Nature] (ForgottenNature_v1.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IC2NuclearControl [Nuclear Control] (IC2NuclearControl-1.4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.44-1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
IronChest [Iron Chest] (ironchest-universal-4.2.2.138.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ModularForceFieldSystem [Modular ForceField System V2] (ModularForceFieldSystemV2.2.8.0.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.2-0.9.4.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PortalGun [PortalGun] (portalgun1.4.2v0.2_universal.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Railcraft [Railcraft] (Railcraft_6.7.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
StevesCarts [Steve's Carts] (StevesCarts2.0.0.a17.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion|Core [Thermal Expansion] (ThermalExpansion-2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.0.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
- LWJGL: 2.4.2
- OpenGL: AMD M880G with ATI Mobility Radeon HD 4200 GL version 2.1.8796, ATI Technologies Inc.
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: 34 (1904 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
- World MpServer Entities: 3 total; [axc['mountain_man_224'/281542, l='MpServer', x=-167.50, y=71.62, z=159.42], qa['Zombie'/281380, l='MpServer', x=-167.50, y=41.00, z=149.50], qa['Zombie'/281381, l='MpServer', x=-162.50, y=41.00, z=145.50]]
- World MpServer Players: 1 total; [axc['mountain_man_224'/281542, l='MpServer', x=-167.50, y=71.62, z=159.42]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 5
- Forced Entities: 3 total; [qa['Zombie'/281380, l='MpServer', x=-167.50, y=41.00, z=149.50], axc['mountain_man_224'/281542, l='MpServer', x=-167.50, y=71.62, z=159.42], qa['Zombie'/281381, l='MpServer', x=-162.50, y=41.00, z=145.50]]
- Retry Entities: 0 total; []
You hide them with spoiler tags spoiler and /spoiler inside []
mountain it looks like code chicken core is choking. make sure you start from a clean 1.42 install and delete the old mod, config, redpower, and buildcraft folders. Codechickencore should only be in the coremods folder. It also looks like you are running an older version of Java. try updating.
@Eric, End of stream means that the server lagged while trying to make connection. it usually is fixed by trying to reconnect again. I'll be uploading another update pack tonight with Optifine which may help with the lag issues. I'll keep you posted.
Edit: OK. New test update pack is up. added are Optifine, and prereleases for Buildcraft, Forestry, and Extrabees. Also updated versions of thermal expansion and NEI.
Server is back up with all mods running but extrabees. Some crash when launching the server, but not the client. I'll mess with it more tomorrow.
I need more info to be able to help you Eric. Does it work in SP, but not when you log into the server? Did you start from a clean 1.42 install? did you remember to delete meta-inf folder from the jar before installing the files to it? did you copy all 3 folders (mods, coremods, and config) to your install directory?
If you are still having issues, you can get a hold of me via skype, the TS server, or I can show you the process through Team Viewer. Let me know how you want to proceed.
i like the idea of adding mystcraft, maybe we could have different ages that do different things, like a mining age so we dont mess up our overworld, muck like we had before, but insead of two different servers, we could have an extra world inside of 1 server. i also like the idea of adding extra biomes. they add new aestetics to minecraft. i like teleport pipes because we can move esources long distances without all the extra pipes getting in peoples way. portal gun would work for the functionality of moving animals w/o wheat, but not transporting yourself between locations, that sounds a little op. and i aggree with br3mii, inv tweaks is a wonderful mod that we should add to our list.
New 1.4.2 test server is up to try out the mods that have been updated to 1.4.2. Address is the same as the old server, but on the default port.
Off the top of my head, the following mods are in there:
IC2
Compact Solars
Modular Force Field System
Nuclear Control
Advanced Power Management (Formerly Charging Bench)
Advanced Machines
Railcraft
Steve's Carts
Portal Gun
Thermal Expansion
Mystcraft
ExtraBiomesXL
Forgotten Nature (Formerly LCTrees++)
Iron Chests
Rei's Minimap
Inventory Tweaks.
Feel free to log in and play around, but don't get too attached. It is, after all, a test world. Uses the same whitelist as the main server.
So since it looks like we will be starting from scratch again, maybe it is time to reevaluate the mods we have/want going forward. New world means we are not tied to what we had.
Here's how I see it:
5 mods I consider Core and indispensable: Buildcraft, IndustrialCraft 2, Redpower 2, Railcraft, and Forestry. Most of the others are at least partially built on these.
Other sub-mods I'd like to keep:
Aquaculture
Advanced Machines
Compact Solars
ComputerCraft
Extrabees
Eury's mods (for Cypher's damn elevators)
Nuclear Control
SuperSlopes
IronChests
Thermal Expansion
Tubestuff
NEI
Wireless Redstone
Modular Force Field System
Mods I'd like to drop:
Additional Buildcraft Objects
Teleport Pipes
Charging bench
Crafting Bench III
Hot Air Balloons
Smart Moving.
Those were either extremely buggy to start with or hardly ever used. If someone makes a strong enough case for why we need them, I'll consider it.
Mods I'd really like to add:
Trains and Zeppelins
Steve's Carts (I know I said we didn't need them with Trains and Zeps, but I saw the latest mod spotlight. neat stuff.)
Portal Gun Mod (at least some elements of it, most likely not all.)
Mods I'm considering, but not 100% sold on:
ExtraBiomesXL (With a new world build it makes sense, but not on an existing world.)
Mystcraft (If it can be controlled, a limited number of extra worlds might be nice, but definitely not available to everyone.)
As usual, I value everyone's input. I'll be looking to narrow down to a concrete list of mods over the next week or two, so that we can start tracking the update progress. Suggestions are always welcome.
Inefficient netcode is not only whole chapter it's whole book series by itself! I mean you can NOT host on some conditions server in EU for US guys without getting EOS on heavy activity zones, that part is just pure BS.
And you better be prepared to start over, this wont go well with all mods, major mods will probably go, not sure about RP2.
What's with railcraft lately? He kinda put it to next level with updates, new and new and more new stuff going on!
Speaking of RP2, Golf pointed out today that vanilla MC now uses block IDs up to 145, which covers the range that RP was using by default. Since you can't reassign Vanilla IDs, that means that any modded server, certainly ones that used the default range for RP2, like ours, will be unable to update to 1.42 and beyond. Looks like we'll be starting over again after all. On the plus side, with the 4096 ID fix being native to Forge, it means that I can remap all of the mod IDs in a more organized manner.
Rapture V4, here I come.
As for Railcraft, CJ has always been an innovator. I think he has had a roadmap for all of this stuff from the beginning and has been slowly adding to it with each release. Really liking the new Iron tanks, and the steam power framework. I plan on building a steam powered factory when we rebuild.
Heck it removes need for mod ports at least! Since even SSP is now SMP, nothing will need to be ported and updates will be really really fast, or maybe even better when new mod api in 1.5 will be forge or something, who knows?
1.3 merged SSP and SMP, but broke everything else. What should have made things faster ground everything to a halt. The 1.4 releases so soon after really threw a wrench into everything. The problem is that each of these new versions made so many changes under the hood, that the modders had to start back over from scratch, and I haven't heard whether or not these major changes really fixed the stuff that needed to be fixed. (Outrageous memory use and inefficient netcode)
Hopefully when the mod API comes out, things will get easier, but so far, most modded servers including this one are still stuck on 1.25 because it is the last version that worked for mods. I just hope that none of the major players get frustrated to the point of hanging up their modding hats. I'm really tired of starting over.
0
Thank you for you consideration.
0
Apparently it had something to do with the antivirus software that Cypher put on the server. It saw logging into MC as a DDOS attack, and was causing the EOS's. He disabled that problem and now things should be better. Let me know if you still can't connect.
0
0
0
Now you are crossing redpower in there. The only wiring BC has is pipewires. Three is already some of that functionality in there. Coble and stone don't connect to each other. Sandstone only connects to other pipes, not machines. By using those 3 you should be able to prevent unwanted connections.
0
Adding it to the pack. Great suggestion.
Edit: New pack is up with Valve Pipes plus. Easy update, just the mod file and the config.
1
As a long-time user of Redpower on my server, I agree with this idea. My natives are also getting restless, and we have been playing with the other mods on a test version of the server, but we are about at the point of abandoning Redpower completely, even though it is the single mod that adds the most to the experience, because we are tired of being stuck on 1.25. Adding it later once it does finish, (I do believe she will finish it someday) is pretty crappy because you lose out on the world-gen aspects.
Has anyone that actually has Elo's ear suggested just releasing "World" and adding the other modules later? Considering Redpower is already broken into modules, it doesn't seem like too much of a stretch.
I don't want to be considered another one of the self-entitled trolls in this thread. I have nothing but respect for Elo and the work that she has put into one of the 5 must-have mods for my server, but reality is creeping in. Other developers have given up, and we have had to leave mods behind. I would prefer not to lose all of the potential that Redpower has.
0
Welcome back. Kind of a free-for-all right now, with everybody trying out the new stuff. once we get a solid MC build, we can get some solid mods and get back to work for real.
In the meantime: New update pack is up. updated forge, so re-patch your jars. Extrabees is back in.
Edit: New test pack is up. updates to NEI, Steve's Carts, Extrabees, and Thermal Expansion. Enjoy
0
You hide them with spoiler tags spoiler and /spoiler inside []
mountain it looks like code chicken core is choking. make sure you start from a clean 1.42 install and delete the old mod, config, redpower, and buildcraft folders. Codechickencore should only be in the coremods folder. It also looks like you are running an older version of Java. try updating.
@Eric, End of stream means that the server lagged while trying to make connection. it usually is fixed by trying to reconnect again. I'll be uploading another update pack tonight with Optifine which may help with the lag issues. I'll keep you posted.
Edit: OK. New test update pack is up. added are Optifine, and prereleases for Buildcraft, Forestry, and Extrabees. Also updated versions of thermal expansion and NEI.
Server is back up with all mods running but extrabees. Some crash when launching the server, but not the client. I'll mess with it more tomorrow.
Update pack can be gotten here:https://dl.dropbox.com/u/95971580/BotC%20test%20update%20pack.zip
0
I need more info to be able to help you Eric. Does it work in SP, but not when you log into the server? Did you start from a clean 1.42 install? did you remember to delete meta-inf folder from the jar before installing the files to it? did you copy all 3 folders (mods, coremods, and config) to your install directory?
If you are still having issues, you can get a hold of me via skype, the TS server, or I can show you the process through Team Viewer. Let me know how you want to proceed.
0
0
New 1.4.2 test server is up to try out the mods that have been updated to 1.4.2. Address is the same as the old server, but on the default port.
You will need the test modpack that can be found here: https://dl.dropbox.com/u/95971580/BotC%20test%20update%20pack.zip
Off the top of my head, the following mods are in there:
IC2
Compact Solars
Modular Force Field System
Nuclear Control
Advanced Power Management (Formerly Charging Bench)
Advanced Machines
Railcraft
Steve's Carts
Portal Gun
Thermal Expansion
Mystcraft
ExtraBiomesXL
Forgotten Nature (Formerly LCTrees++)
Iron Chests
Rei's Minimap
Inventory Tweaks.
Feel free to log in and play around, but don't get too attached. It is, after all, a test world. Uses the same whitelist as the main server.
0
Here's how I see it:
5 mods I consider Core and indispensable: Buildcraft, IndustrialCraft 2, Redpower 2, Railcraft, and Forestry. Most of the others are at least partially built on these.
Other sub-mods I'd like to keep:
Aquaculture
Advanced Machines
Compact Solars
ComputerCraft
Extrabees
Eury's mods (for Cypher's damn elevators)
Nuclear Control
SuperSlopes
IronChests
Thermal Expansion
Tubestuff
NEI
Wireless Redstone
Modular Force Field System
Mods I'd like to drop:
Additional Buildcraft Objects
Teleport Pipes
Charging bench
Crafting Bench III
Hot Air Balloons
Smart Moving.
Those were either extremely buggy to start with or hardly ever used. If someone makes a strong enough case for why we need them, I'll consider it.
Mods I'd really like to add:
Trains and Zeppelins
Steve's Carts (I know I said we didn't need them with Trains and Zeps, but I saw the latest mod spotlight. neat stuff.)
Portal Gun Mod (at least some elements of it, most likely not all.)
Mods I'm considering, but not 100% sold on:
ExtraBiomesXL (With a new world build it makes sense, but not on an existing world.)
Mystcraft (If it can be controlled, a limited number of extra worlds might be nice, but definitely not available to everyone.)
As usual, I value everyone's input. I'll be looking to narrow down to a concrete list of mods over the next week or two, so that we can start tracking the update progress. Suggestions are always welcome.
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Speaking of RP2, Golf pointed out today that vanilla MC now uses block IDs up to 145, which covers the range that RP was using by default. Since you can't reassign Vanilla IDs, that means that any modded server, certainly ones that used the default range for RP2, like ours, will be unable to update to 1.42 and beyond. Looks like we'll be starting over again after all. On the plus side, with the 4096 ID fix being native to Forge, it means that I can remap all of the mod IDs in a more organized manner.
Rapture V4, here I come.
As for Railcraft, CJ has always been an innovator. I think he has had a roadmap for all of this stuff from the beginning and has been slowly adding to it with each release. Really liking the new Iron tanks, and the steam power framework. I plan on building a steam powered factory when we rebuild.
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1.3 merged SSP and SMP, but broke everything else. What should have made things faster ground everything to a halt. The 1.4 releases so soon after really threw a wrench into everything. The problem is that each of these new versions made so many changes under the hood, that the modders had to start back over from scratch, and I haven't heard whether or not these major changes really fixed the stuff that needed to be fixed. (Outrageous memory use and inefficient netcode)
Hopefully when the mod API comes out, things will get easier, but so far, most modded servers including this one are still stuck on 1.25 because it is the last version that worked for mods. I just hope that none of the major players get frustrated to the point of hanging up their modding hats. I'm really tired of starting over.