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    posted a message on Better Than Wolves Total Conversion!
    Well, he did say he'll ban ya' at the drop of a hat! :)
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    I saw that, but I wouldn't know if BTW is experiencing high activity or not... I'll assume so seeing how it appears to be locked, and will try again later :D

    Anywho...
    Posted in: Minecraft Mods
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    posted a message on Better Than Wolves Total Conversion!
    I'm looking to register on the main BTW forum, but am not seeing where to do this at. I've looked over a few pages here, browsed through the main forum, and am just not seeing how I can create an account. No, I haven't searched either very thoroughly as I have the feeling its locked... but maybe i'm just missing it.

    Anywho, just inquiring and still searching through the threads.
    Posted in: Minecraft Mods
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    posted a message on All The Same Feeling
    I know exactly what she is speaking of, as we both have used the same mod in the past with great success. Exactly what she is mentioning above is completely doable, as it has been done before (long time ago)... and works. Matter of fact, my server is based on that, and does NOT go against any ToS's. (currently offline)

    However, I think she uses it with Craftbukkit, whereas I've used it with a Forge based client using a launcher that will automatically patch it based on what she has described above. The .jar that you've defined will contain all changes regarding the mods that you've chosen to include (Minimaps, NEI, etc.), and the launcher will patch the main minecraft.jar with those mods found in the .jar that the admin created. Minecraft.jar itself, is downloaded to the client from the main minecraft repository, so there is no distribution other than by Mojang itself.

    The end result? You have a cheat proof system that works, and allows me to drop my old AntiCheat plugin standby's. The drawback to this? Well, it means your players will have to download the client or patch depending on how you wish to distribute.

    As far as having trust in a launcher of this nature... well, you'd have to have the same level of trust that you have in any mod, as its only a mod.

    If anyone wishes to test it.. let me know and I can put something up. You'll be able to download the launcher, it'll patch, and it'll be completely cheat proof.... even anti-xray.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    Using a little ingenuity, I was able to generate Towers "on command", within a pregenerated map! This was done on my test server, so will be implementing on my main server after a little more testing. No, no trickery here, just using a little common sense to get what I was wanting.

    However, would be great to have a wand programmed into the mod to generate individual towers. :D But... im good as is!
    Posted in: Minecraft Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    Quote from MrCafecito1212

    I'm proud to tell you that your mod has been used in my mod pack :D Go check it if you want!
    http://www.minecraft...f-justice-pack/


    Very nice, good job! Like the pack by the way.

    (And I was brain-storming a mod to create...)
    Posted in: Minecraft Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    Quote from MrCafecito1212

    What do you mean by program?


    To make, create, program, code, write, craft, or otherwise.

    Basically, you have to make a mod (like this one) in order to use this mod. :)
    Posted in: Minecraft Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    Quote from MrCafecito1212

    Hello! I'm making a mod pack, its about exploring and fighting, Battle Towers is great for it :D Of course I will give you credit :) Can I use it?


    You'll have to program at least one Mod in order to use it in a pack. That's one of 4 or so requirements that he has. :D

    Enjoy!
    Posted in: Minecraft Mods
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    posted a message on [1.12] AtomicStryker's Battle Towers
    This looks really interesting. I'm still reading through all the thread (on page 6), so thought I'd ask quickly.

    Are there any other adjustments that you've made to counter players from simply building alongside the tower to get to the top? ... or mine through the side to get higher quicker?

    On the first few pages you mentioned that the Golem shoots fireballs, just curious if anything else has been added since 2011...

    Thank you sir, might include this in my pack. (yes, i've read your terms. :) )

    Oh, I have a 20,000 x 20,000 pregenerated world. Will the towers spawn in a pregenned world? I saw someone above asked the same question.

    Still reading...
    Posted in: Minecraft Mods
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    posted a message on --== Sakki's Wonderland ==-- Opening tomorrow, 5pm CST - Long Term server, Full PVP / Cheatproof!
    Sakki's Wonderland (http://www.sakkiswonderland.com)

    Private server, so register beforehand. Everyone is welcome.
    Opens tomorrow.


    Enterprise class hardware w/ 4 SSD's in Raid10 format, 128GB Ram, colocated (so we own it).
    Full PVP / Hardcore. Hard mode set.
    Spawn Camping, Griefing allowed.
    Only select small buildings at spawn are protected, once you step outside, it isnt.
    Massive 20,000 x 20,000 map, pregenerated.
    North/South rails that extend 3000 meters (blocks) in each direction.
    East / West rails that extend 1000 meters (blocks) in each direction.
    One main Rail station, and 4 substations.
    We don't Ban. Instead, we Jail.
    Cheatproof!
    Zero advertisements in game.

    Mod's that you've come to love and enjoy:
    • Buildcraft
    • Universal Electricity (ICBM, MineChem, MFFS, etc.)
    • Thaumcraft
    • Forestry
    • Extra Bees
    • Extra Tree
    • Magic Bees
    • Tinker's Construct
    • Hunger Overhaul
    • ICBM (UE)
    • Minecraft Reloaded
    • Pam's Harvestcraft
    • Pam's WeeeFlowers
    • Grimoire of Gaia
    • TurretsMod
    • and more...
    This server was created as a Long-Term server. Yes, its full PVP and you can kill anyone, anywhere (well, 99.9999% anywhere) but we envision our players taking their time building up their bases and protecting it via MFFS. The map is so large (we can go larger if needed), that this should be feasable. Find you a secluded spot, and start building. This is a hardcore server, however it's also a semi-build server as well with the right protection (MFFS). The server was built with many mods to keep you occupied for a long, long time.

    This is NOT a Factions server. If that is your style, then by all means go start Raiding. Grief Spawn if you wish... however, you wont have the /f command here.

    Opening Saturday 9/6/13 @ 5pm CST.
    Posted in: PC Servers
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    posted a message on Railcraft 9.2.2.0
    Quote from CovertJaguar

    Player said update, I updated. *shugs*



    This is a long standing vanilla bug, please report your experiences to Mojang:
    https://mojang.atlas...browse/MC-16009

    I've tried to get them to fix it, but I've been ignored.


    Ok, thanks. I guess there's no hidden command somewhere to where we can delete certain trains? This would fix it on my end, but I assume there isn't.

    Anywho, thx for the mod!
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    Hi, I'm having some problems with linked carts / trains. This is only referring to a spawn based rail system. We have two main rails heading away from spawn. One that is North and South, and one that is East and West. The 2 trains are 10 carts long in total, including the Loco. All trains have an Admin Anchor cart.

    When the trains are in motion, everything works flawlessly. The trains make their way around to the substations, wait for 2 minutes, make their way to the next substation, etc. etc., when they finally start making their way back to spawn on the return trip.

    The problem happens, and only happens when the server is restarted (or a crash). After a restart, I notice the trains are nowhere to be found. Because my rails are so long, its a pain going all the way down to see where the train is. Every time, I find it in disarray. The Loco is no longer the lead, other carts are now bouncing around and the whole train has to be deleted, then readded.

    After setting up a small little test track, I found that after a restart, it looks like the carts aren't sure which direction they were going before the restart, which might be whats causing the problem. I switched all tracks to Train Boarding Tracks to force all carts in one direction. Still the same problem. On the test track with the boarding tracks, I noticed that when I place down a Loco, I can briefly see that it starts off int he wrong direction (and maybe the cart behind that has enough time to get ahead oft he loco?), and obviously the Boarding Tracks get it going in the right direction because it does start moving. At times, the loco starts going in the right direction, but backwards.

    I've tried all sorts of combinations of tracks, as wells as short trains (1 cart , 1 anchor, and 1 loco up to 10 carts, anchor and a loco)

    I guess my next thing to try is to switch the track to holding tracks, but to dispense it / link it, etc. to see if the holding tracks have the same effect.

    Question: are there any commands to delete a certain train?

    [EDIT]: As it stands right now, the main rails are all made up of Train Boarding Tracks. I did this initially thinking it was going to fix the problem.
    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    I'm installing the Beta version (newest one as of today), but I keep getting some SQL error regardless if I set it up via MySQL or H2_File.

    The error i'm getting is :
    Table "FEDATA_WARP" not found; SQL statement
    or
    Table "FEDATA_PWARP" not found; SQL statement
    or
    Table "FEDATA_Grave" not found; SQL statement
    etc.

    I tried creating those tables myself, but I have no idea what columns they are looking for. I saw a .sql file to import, but it doesn't create these tables.

    Switching the mode to a Text file database works fine, but I would like to set it up to SQL instead.
    Posted in: Minecraft Mods
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    posted a message on [Forge]ForgeEssentials -- Bukkit functionality for your Forge server
    Quote from AshtonDurkhun

    ...The benefiet is you can fun a forger server but still have some of the functionality of bukkit, it has nothing to do with "faster/lower" it has to do with some mods are written for bukkit while some are written for forge, and the two are incompatable, (such as me - iirc none of the dozen mods I run work on bukkit)


    Right now I dont use ForgeEssentials, but I'm using both Forge mods and Bukkit plugins on our server via MCPC+. So if that's the only real benefit of using FE, then I dont see why it would be used. There has to be more to it than simply giving you bukkit like commands than what my simple brain can wrap around.

    Can Bukkit plugins use, modify and manipulate every sort of item and block that a Forge Mod creates? I know of some plugins that dont understand Forge related stuff, so maybe that's a benefit in itself... being able to protect and restrict items and blocks like what FE provides that bukkit cant???

    Maybe it's taylored specifically for those that run a Forge only server?

    Anywho...
    Posted in: Minecraft Mods
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