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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Two things.

    1. New poll, and a somewhat updated OP. Still got more work to do on it later, but for now it's somewhat more accurate as to what the pack will have in a few weeks time, as well as the changes I did to the mod list recently for the last 1.6.4 update.


    2. My birthday today.
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Well, I know for a fact I am building my "base" to the design of various cities (Balterossa, Undelwalt, Celapaleis, and Athlum are the ones I'm considering building currently) in the game called The Last Remnant, a pretty fun JRPG I found a few weeks back. If I could I would end up terraforming the entire area to look like the continent as well, but that isn't easy, lol. If you are interested in a fun and cheap game to play while waiting on the server, try it out on Steam, cost like 5-8 bucks for a good 100+ hours of play (assuming you do all the sidequest, heavily recommend using the wiki to make sure you don't miss any, as it's possible to miss several quest by moving the storyline too far, especially the quest that are hidden behind various conversation gates), with a solid story and good graphics and gameplay.


    Anyone who wants to join in on the construction can feel free to, there's plenty of spaces to hide your own home within the cities without it being a problem, or you can pick your own city to design if you like one of the others.
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Three mods till we update, Tinker's Construct, Witchery, and Ars Magica. Once those are updated the pack will be updated to 1.7.2. I'll make any mod additions like Botania then.
    Posted in: PC Servers
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Potential solution to the lighting problem could be that all the blocks on the bottom are replaced by a "look alike" block which drops the original block, but acts like a sunlight source (accurate to the time of day). As far as I could tell, that would make it, as far as lighting is concerned, treat the island as non-existent except for a few blocks. Or you could make the entire island translucent for light purposes, so that light just travels right through it unobstructed. Also, I think a very large part of the lighting lag is because those worlds were, for all intents and purposes, infinitely generating void worlds.

    For the islands falling apart that would require editing block physics of vanilla blocks, or some very heavy processing with the falling nature, which would probably be a very bad move. Possible better solution might be that the island generates with "invisible" veins that replace whatever block they meet that was part of the original generate, and replace it with a version of itself that looks just like it. If you triggered a "collapse" of the island it would destroy all linked blocks of this type regardless of which version it looked like. Tweaked enough, it would look like the entire structure collapsed and only residual magic was holding shattered fragments up.

    The small islands could also cause lag is the thing. It comes down to this...

    Would you prefer lots of mini-spikes (which could get pretty bad especially if traveling very fast) or just one big slow down for a single island.

    What I saw for the water was that for each block it fell vertically it would turn x% more transparent, as well as turning a misty white. At 100% the block would stop propagating further.


    And on the topic of help to do that.... you could always ask for a few tips from BoP, and I intend to actually try and start coding myself if I can figure it out, and make a world gen focused mod that would have such islands anyway. If I could get it working I'd probably share the code with ya. I'm not that picky.
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    I don't think the crystals are good, but if you could ensure the vines never got longer than 5-8 blocks, that would be decent. The problem with Vines is how they will grow out indefinitely down, which can start to look pretty ugly when they get 20-30 blocks long as a thick mass, let alone 50+.

    If you do make crystals, without a doubt they should NOT be that shade of purple. Perhaps a mix of a deep purple and red, but definitely not lighter colors, a dark, impactful color will fit much better if you must have the crystals.

    As for the Island core idea, you would need to make the Islands bigger for that. Could I go back to a VERY VERY VERY old recommendation I had way back when on the original Arcane Ascension, and suggest a full stylistic overhaul of the islands to look a bit like Angel Island from Sonic Adventure?



    I personally think larger, stronger land masses floating higher in the sky (I'm thinking 200+ blocks across, 50+ deep with hills 30 blocks tall, at Y 150-200 being the "average" height for the ground level of the island would feel a lot more impactful for the sake of the mod, and you could additionally add some standard ore generation to said islands because they would look like they actually ripped a large chunk out of the ground when they rose into the sky (Further alluding to the power of the crystals/core of the island). It might be a much bigger slow down on each island when generated (unless you could bind it to seed somehow, something I would heavily consider looking into trying) but it would be much better overall to having rare mega-islands to having tons of small mini-islands generate to the point they start to clog up ocean space. It should feel like something you actually have to look for, and feel awe when you find, not can always see on your horizon as a small spit of land barely staying in the air no matter where you are in an ocean biome.

    I would make glimmerwood groves on these islands rather than them be the exclusive tree type on them, having them mixed in with normal trees (surely not every single different tree was mutated into the exact same tree when the islands rose up. Would make more sense if they instead grew on the already "living" sky islands in spots the magic was especially concentrated.


    If you wanted an even further push to make the island look perfect, a type of liquid (that looks like water) which would only fall ~10 blocks before dissipating (rather than going on forever as current water does) to make actual waterfalls that turn into mist would be insanely epic for the sense of scale on the islands. Again, some of these are probably a bit too much to do quickly, but hey, who knows, you might want to take it on if you think it could really help the look.


    Things have changed quite a lot in both Vanilla MC and Forge since 1.2.5 when I first asked about a more Angel Island look for the islands, might be a lot more possible now than it used to be (especially on the height restriction front from the old 128 restriction on world gen).
    Posted in: Minecraft Mods
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    posted a message on Tinkers Construct
    So is the ability for them to see a map the upgrade, the Nightvision an upgrade, or is that two separate upgrades?
    Posted in: Minecraft Mods
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    posted a message on Arcane Ascension [PR-8] (Floating Islands!) UPDATED 28/12/2015
    Well long time no see Caleb. I'll probably help test it out for ya (as well as recommend some balance changes as I see fit) as I'm starting to compile my modpack up for 1.7.2 now that I'm back into Minecraft, with my server going back up shortly once Ars Magica is back in action on 1.7. If I feel it doesn't throw off the balance of the server too much, and if you don't mind, I'll probably add it in.
    Posted in: Minecraft Mods
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    We are going to be on 1.7.X the next time we start up the server. I'm considering it, it helps that all it's world gen though is just flowers, meaning bone meal will be able to solve that problem even if we add it in late.
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    I made a call on EE a long time ago, and my stance has not changed. I consider it at it's core a broken concept.
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Well, I'ma start compiling a mod list for mods for the update that we want to have to start it up. If you have recommendations, give em to me.


    Already know for a fact I want these few mods before we start up...

    1. TC4. Dur.
    2. AM2 if he is planning on an update (not sure, couldn't find anything about it in the short check I did).
    3 Blood Magic (should already be updated IIRC)
    4. Bo'P (Should already be updated).
    5. Witchery
    6. Twilight Forest (already updated)
    7. Tinker's Construct (I just saw on his thread he is starting 1.7 work now that forge is stable and not buggy).

    Pretty much want to try and get any world-gen mod out of the way in the initial batch, to prevent further resets after 1.7
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from Shaadaris

    Yay! Everyone's alive!...

    Maybe.


    What happened to Q anyways?
    (Also, my deepest apologies for the allegations I was making that you and Q didn't care about the server anymore. I was getting increasingly ticked off and nobody was doing anything or telling us what was happening...)


    From what contact I've kept with QQQ, he...

    1. Got sick for a week, pretty heavy duty at that.
    2. Had his computer fail, or something like that, having to swap to a junker.
    3. Spent a week with his dad after he helped him build a new computer.


    IIRC,anyway.


    Anyway, once I start making money I'll probably host the server from my own server purchase, so that I can put up a few more "admins" who can check/restart the server even if I'm not doing it myself.
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Ehh, lol, I guess I shouldn't have fully handed control over to QQQ. Meh, oh well, I'll probably go back to working on the server once a full mod-list update for at least core mods has come out.


    So I guess I'm back in the picture. I also got a job now (or, at least am starting one this week) so I'll have some cash. The reset really killed my MC mood though, so I pretty much left Q to holding the server. After we update again I'll take back over.
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Ehh, I would, but I hate messing with stuff on the original post. Messing with that thing is like trying to walk on a quarter inch glass floor with steel studded boots while stomping.
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Quote from Zeconqueror

    The solution isn't bigger farms etc its growing the right crops. Grow crops that you can make into higher tier foods. Soybeans are a must have. Wheat or Barley are obviously good. You can make grilled cheese with just soy, wheat and salt (which is infinite)


    Yep. Although honestly it doesn't take much of a farm to sustain yourself, especially if you automate it with golems. The only issue is getting through the initial growth of it usually.



    You want to aim for one of two types of food, depending on how you want to use that specific food...

    1. Mega-meals - Food with massive saturation+hunger restoration. These are great things to have sitting around your house, as you don't have to worry about their overall low item slot efficiency when putting them in your inventory, as your base tends to have a ton of free room for mass storage. Pop one of these right before you go out on a long trip, and you will have a massive saturation buffer before your hunger even starts to drain. Mega-meals tend to be very food efficient, although they can't really fit in an inventory effectively (Supreme Pizza is one of the best mega-meals for prep up to go eating, but you can literally only hold ONE of them per item slot).

    2. Bulk Snacks - Food that doesn't restore a ton, but has a massive stack size. Great for filling your inventory with, as these are MUCH more slot efficient than mega-meals, although not as efficient with the resources to make them. Berries are a great example here... fills only half a hunger bar, but you can hold a full 64 stack of them. Meaning you can hold 3 full hunger bars of them per item slot, vs just a single slot full bar the lone Supreme Pizza can give you. I'd personally recommend Bread/Toast as the best food of this type overall. Very easy to make and mass produce with a single farm type, and pretty filling overall (Bread fills like 1.5 chops, and you can hold 16 IIRC, for nearly 2 full hunger bars per item slot).


    Having the right food for the right situation really helps a ton.
    Posted in: PC Servers
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    posted a message on Magipunk Revived : Magic based Forge server with heavy Magic focus.
    Just a few tips for everyone having problems with hunger...


    1. Large farms. Many crops in Hunger Overhaul have a long initial growth time, but a shorter regrowth time. This means the first time you are trying to get the crops up, it takes longer than normal. Bonemeal can help with this.

    2. Don't run and jump if you can help it. By far this will drain your hunger like nothing else. Halfslabs-stairs help a ton with this.




    Seriously, me and Q are sharing a single 9x9 farm (that isn't even full of crops) and a few berry bushes, and having no hunger problems, even WITH our massive mineshaft which is horridly hunger in-efficient due to having no stairs. A very large part of HO is learning how to be effecient with your food. Remember, the orchards near spawn give you easy access to a lot of apples as you are moving through, and so long as you avoid wasteful jumping around, can easily be gathered without a problem. Also, if traveling long distance, try and find an automated method of doing it. Our modpack has a few, but boats are easily accessible even from the beginning.
    Posted in: PC Servers
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