Sorry for the delay guys. I've been both very sick, and working on my job application. I got the one of the resumes for one of the positions sent in though, so there is that. Anyway, without further ado...
Magipunk 2.1.0.0 update
Map Reset
We are now on a fully new map. If you really want a copy of the old map, make sure you keep a copy of the old Magipunk modlist, and play it on that. Ask Q for the map, as he is the one who has it. We are still using the same download link to grab updates of the modpack for now, we won't be swapping to a new link unless Q takes over full control of the pack. See below for more info on that. I'll be going back sometime today/tomorrow if I don't get too busy and handle whatever invites I need to handle then.
Modlist Changes
ATG and Gravestones removed. Both of these were causing performance issues, and Gravestone also had balance issues/bugs which caused some serious problems at times.
Mods updated
Most mods were updated to the most recent stable versions out. As qqq did this because I was too busy/sick, he would know more than me on this.
Final note - Depending on how things turn out, I could end up dropping server ownership completely. qqq got a taste of what it was like to manage the modpack himself (he now understands why I dislike doing even small updates, let alone big ones), but I'll keep swinging by even if I do end up dropping the pack in exchange for an actual job. I'll be in touch regardless, as I'll stay easily accessible on Dolby like I normally am, just not sure if I'll still have the time to devote to Magipunk in the future. If I do drop the pack, I'll talk to a forum admin about giving qqq the thread ownership so he can keep it up to date easily.
EDIT: Forgot to mention, we swapped Forge Versions as well. Also, DELETE YOUR OLD MODS FOLDER/CONFIGS. We did a full overhaul.
Well, this weekend I will do the reset then at some point. Forgive me if I am a bit slow on this though guys, as I have a job opportunity and by the sun and stars I am taking a stab at it. Riot games is considering me for an environmental designer slot, and I am building a relevant portfolio literally as I type this (I have my sketchbook in my lap right now). I'll be spending the next month or so on this, designing in game environments and objects in 3D Max, Maya, and other programs, as well as, doing large area map sketches, ect. My free time has pretty significantly dropped as a result, although I'll try and get it set up for you all.
Wish me luck. I'll post a picture of my first environmental sketch once I am done with it. For those of you familiar with League of Legend's lore, I'm making a map skin of it for Summoner's Rift. I'll show ya more once I'm finished, sort of explain the idea through typing.
He was not the only one. A few modders have already quit, though not directly over the EULA change, but over the communities toxicity towards them. That thread linked a few pages back is a prime example.
Honestly, a lot of us are wondering exactly why we are spending so much time creating free mods only to get hate in return.
A big part of it I think is the average MC player's age. Most of the younger generation feels they are entitled the world and more. I think Thaumcraft avoids the worst of it because it is a much "deeper" mod to get into. It sucks that the loud minority is messing with the entertainment of the silent majority in this case, but kids these days have been taught that if you yell loud enough, you get what you want...
I've seen a bit of it as a server owner (although usually my own server's community will quickly push out anyone like that) as well. I suppose it's lucky I pulled a pretty good community when the server is heavily active (upcoming reset has resulted in a lot of people dropping off the radar until post-reset).
Well I say that you should reset the entire server again right now. Mostly saying that cause I want my friends to play on the server - we need to play on a server with players again or we'll just abandon playing at all again. Otherwise I still think that the server needs to reset because:
A. Some people I know(and don't know) want to start fresh with no one having an edge.
B. I mean come on - I probably need to go about 5k blocks to get to a territory that's not settled and used up.
C. Somebody probably retrogenned - I hope not - massive lag.
D. Uh... uh... *scratches head* ...Ooh, I wanna play!I want BetterStorage - I would like to lock my stuff
Otherwise for magic mods I would never suggest stuff like the Sorcery Mod or Minegicka II cause those are way too broken compared to the stuff here. If you want a server destroyer then add Mystcraft
Regarding the original post, I would like for you to rework it and update it with new info - like updating the DynMap. And you can just Copy/Paste the information you need to an outside source and paste back it in here.
EDIT: We have a server PC just lying around doing nothing mostly. Not that it's my in custody.
A. Some people who have been playing on the server for a long time though would want to keep their hard work. What about those people?
B. Yea, at least if you follow a cardinal direction. Although a lot of turf is just "looking for specific world gen" such as the magical forest styled biomes, which are needed for some Thaumcraft things. If you head in a non-cardinal direction (NE, SE, SW, NW) you will quickly find unexplored chunks.
C. Don't think anyone retro-gend the mods. Pretty sure a big part of the issues is linked into how villages currently dislike modded structures (they can't plan around them correctly, and sometimes make them overlap... which causes chaos in the chunk data, which is what crashes it).
D. We had Mystcraft at one point. Lets just say the antics of the Dev at one point in our past has made me hate his mod. Pretty much, Forge updated an event to use a new tool they had. Literally a 4 line change to fix it on the Devs part, something he could hot fix in about 5 minutes. We had to update to said Forge to fix some very heavy handed crashes going on on the server for Thaumcraft, and..... Mystcraft's Dev pretty much gave us the middle finger, forcing us to run on a very unstable version of the pack as a result. IIRC, Q removed dynamap because it was causing some partial lag. It wasn't the primary source of the lag we have had, but it was causing enough to be a problem.
It isn't dead. But due to some serious bugs, I can't get on at all. And a lot of players have gotten to the "its an old world" part, as well as some odd server tick lag which shouldn't be happening, which neither me nor Q can track, which causes game crippling lag when only a few players are on. I know for a fact Siyo gets on a ton still. I would get on if I wouldn't instacrash the server in a way I can't even fix with console commands.
So what I decided was that I am going to put up a non-official poll on what people want to do. If they want me to just leave the server as is until I have the barebones of a 1.7 update ready to go, and we reset then, and then again later, I'll do that (think what we did for the 1.6.2 update, effectively). If not, I'll delay and leave the server until the full modpack has updated, or at least the core of it, and do a full reset then.
Just say what you think in the thread, not going to put up an actual poll. I actually want to hear reasons behind both.
Due to the fact that this will be a reset (Especially if we do the double reset stratagy again), this would be a great chance to talk about any MAGIC mods you might want. I'll still use my standards of judgement, but I'll be more open due to this being a reset and the fact we will need some filler material while waiting on the big ones to update.
EDIT: Oh yea, in response to Slaggywolf talking about rewriting the OP... I hate touching the thing with a 50 foot pole. The Minecraft Forums have a very heavy handed tendancy to break long post, especially ones with a lot of links/images. I have had to fully rewrite the thing from scratch about 5 times. I don't want to do that 1000-2000 word essay again for no good reason.
One thing that I would consider a good idea would to make the catacombs have something like the Twilight Forest's Underdark castle's outer layer guard.... effectively, a block that is only mine-able from one side, that side being the one pointed to the inside of a structure.
What this means is that you can't break into a catacomb from the outside, but have to actually go though the entrance. While you could use Bedrock for this, the problem with that is that after you beat the place, you can't get rid of it or alter it. With the Twilight Forest style approach, you could set it up so you could destroy it afterwards from the inside, without being able to sneak in to steal loot without actually going inside.
The reason I ask for this is my server likes this as it is one of the hardest "dungeon" style mods we have access to, but it has a tendancy to generate well outside of the ground do to the world generator we use, ATG, which generates very tall mountains and very hilly landscapes. We have had cases of entire catacombs being fully in the air with all the loot to be freely seen/stolen (as well as the lava from the Wither chamber flowing all over the outside of the room and though it's "floor".)
If you ask Benematic, he might be happy to help you out setting this up, as this is one thing which has heavily made me consider removing your mod from my server pack (I can't make everyone play it fair, too often I find people just looting them from the outside to get all the great loot without the effort). Also, can I recommend being able to disable the Twilight Forest Wraiths? They tend to just be derps in the very small confines of the catacombs, not doing much, and making the place easier as a result.
Sorry about the lack of activity from me again, just been MC'ed out, although once I play my way though ACIV: Black Flag, I should be rejoining people on Magipunk. Oh yea, doing massive invite swarm as well tomorrow morning, sooo...... yea. New peoples.
lol, I've been waiting for the Ars Magica 2 1.1 update to release an update. Didn't quite realize he would post the changelog for said update 2+ weeks before releasing it... meh, whatever. Server runs as is. I'll be on on Christmas day for the secret santa think Happy is holding though.
I've just been very Minecraft'd out lately. Hell, haven't really seen anything that attractive to do lately, sort of been in a slump.
Only real issue I have is how battlemage armor makes you nearly invulnerable to anything and everything once it has been enchanted, without a real risk of breaking unless you literally just let a ton of mobs sit on your face for a few minutes. Not even talking about unbreaking enchants on it. It isn't even restricted by that many valuable materials either, once you reach the point you have a few magic levels. The parts of battlemage armor really should need stuff that drops from the bosses exclusively so that you can't throw a set together the moment you can mine obsidian. The only part of it that is even remotely restrictive (before the upcoming update, anyway) is the Desert Novas, and that is just based on your luck of the draw with biomes.
Although we will have to see it after Mithion does this "XP infusion" system for it, might really fix some of what I consider it's balance issues.
Hi, my name is Caermaster, and there are almost two thousand stacks of cobblestone in my storeroom. Because I might, you know, need it some day. There's nothing wrong with that, is there...?
Hello, I am Steelflame, and I have USED 2000 stacks of cobblestone. In a single build. And still going.
Seared Stone (from Tinker's Construct) is a great drain of the stuff when you decide to make an entire mountain resurfaced in it.
Vazkii, found a bug with the Axe of the Stream and your Flaming Touch enchantment. It seems that it actually will partially over-ride the AotS's chopping from the top down function, and will have an insanely high tendency to leave ghost air blocks where it failed to chop it down but the client thinks it did.
This is on a server with the latest version of TC4 and TT2, in case that makes a difference. It was working normally as of build 26.
0
Meh, whatever. I'll fix it next update.
0
Magipunk 2.1.0.0 update
Map Reset
We are now on a fully new map. If you really want a copy of the old map, make sure you keep a copy of the old Magipunk modlist, and play it on that. Ask Q for the map, as he is the one who has it. We are still using the same download link to grab updates of the modpack for now, we won't be swapping to a new link unless Q takes over full control of the pack. See below for more info on that. I'll be going back sometime today/tomorrow if I don't get too busy and handle whatever invites I need to handle then.
Modlist Changes
ATG and Gravestones removed. Both of these were causing performance issues, and Gravestone also had balance issues/bugs which caused some serious problems at times.
Mods updated
Most mods were updated to the most recent stable versions out. As qqq did this because I was too busy/sick, he would know more than me on this.
Final note - Depending on how things turn out, I could end up dropping server ownership completely. qqq got a taste of what it was like to manage the modpack himself (he now understands why I dislike doing even small updates, let alone big ones), but I'll keep swinging by even if I do end up dropping the pack in exchange for an actual job. I'll be in touch regardless, as I'll stay easily accessible on Dolby like I normally am, just not sure if I'll still have the time to devote to Magipunk in the future. If I do drop the pack, I'll talk to a forum admin about giving qqq the thread ownership so he can keep it up to date easily.
EDIT: Forgot to mention, we swapped Forge Versions as well. Also, DELETE YOUR OLD MODS FOLDER/CONFIGS. We did a full overhaul.
0
Wish me luck. I'll post a picture of my first environmental sketch once I am done with it. For those of you familiar with League of Legend's lore, I'm making a map skin of it for Summoner's Rift. I'll show ya more once I'm finished, sort of explain the idea through typing.
1
A big part of it I think is the average MC player's age. Most of the younger generation feels they are entitled the world and more. I think Thaumcraft avoids the worst of it because it is a much "deeper" mod to get into. It sucks that the loud minority is messing with the entertainment of the silent majority in this case, but kids these days have been taught that if you yell loud enough, you get what you want...
I've seen a bit of it as a server owner (although usually my own server's community will quickly push out anyone like that) as well. I suppose it's lucky I pulled a pretty good community when the server is heavily active (upcoming reset has resulted in a lot of people dropping off the radar until post-reset).
0
A. Some people who have been playing on the server for a long time though would want to keep their hard work. What about those people?
B. Yea, at least if you follow a cardinal direction. Although a lot of turf is just "looking for specific world gen" such as the magical forest styled biomes, which are needed for some Thaumcraft things. If you head in a non-cardinal direction (NE, SE, SW, NW) you will quickly find unexplored chunks.
C. Don't think anyone retro-gend the mods. Pretty sure a big part of the issues is linked into how villages currently dislike modded structures (they can't plan around them correctly, and sometimes make them overlap... which causes chaos in the chunk data, which is what crashes it).
D. We had Mystcraft at one point. Lets just say the antics of the Dev at one point in our past has made me hate his mod. Pretty much, Forge updated an event to use a new tool they had. Literally a 4 line change to fix it on the Devs part, something he could hot fix in about 5 minutes. We had to update to said Forge to fix some very heavy handed crashes going on on the server for Thaumcraft, and..... Mystcraft's Dev pretty much gave us the middle finger, forcing us to run on a very unstable version of the pack as a result. IIRC, Q removed dynamap because it was causing some partial lag. It wasn't the primary source of the lag we have had, but it was causing enough to be a problem.
0
So what I decided was that I am going to put up a non-official poll on what people want to do. If they want me to just leave the server as is until I have the barebones of a 1.7 update ready to go, and we reset then, and then again later, I'll do that (think what we did for the 1.6.2 update, effectively). If not, I'll delay and leave the server until the full modpack has updated, or at least the core of it, and do a full reset then.
Just say what you think in the thread, not going to put up an actual poll. I actually want to hear reasons behind both.
Due to the fact that this will be a reset (Especially if we do the double reset stratagy again), this would be a great chance to talk about any MAGIC mods you might want. I'll still use my standards of judgement, but I'll be more open due to this being a reset and the fact we will need some filler material while waiting on the big ones to update.
EDIT: Oh yea, in response to Slaggywolf talking about rewriting the OP... I hate touching the thing with a 50 foot pole. The Minecraft Forums have a very heavy handed tendancy to break long post, especially ones with a lot of links/images. I have had to fully rewrite the thing from scratch about 5 times. I don't want to do that 1000-2000 word essay again for no good reason.
0
What this means is that you can't break into a catacomb from the outside, but have to actually go though the entrance. While you could use Bedrock for this, the problem with that is that after you beat the place, you can't get rid of it or alter it. With the Twilight Forest style approach, you could set it up so you could destroy it afterwards from the inside, without being able to sneak in to steal loot without actually going inside.
The reason I ask for this is my server likes this as it is one of the hardest "dungeon" style mods we have access to, but it has a tendancy to generate well outside of the ground do to the world generator we use, ATG, which generates very tall mountains and very hilly landscapes. We have had cases of entire catacombs being fully in the air with all the loot to be freely seen/stolen (as well as the lava from the Wither chamber flowing all over the outside of the room and though it's "floor".)
If you ask Benematic, he might be happy to help you out setting this up, as this is one thing which has heavily made me consider removing your mod from my server pack (I can't make everyone play it fair, too often I find people just looting them from the outside to get all the great loot without the effort). Also, can I recommend being able to disable the Twilight Forest Wraiths? They tend to just be derps in the very small confines of the catacombs, not doing much, and making the place easier as a result.
0
Things updated.
Gravestones.
Ars Magica.
Witchery.
Thaumic Tinkerer.
Tinker's Construct.
*Added TMechaworks -
Carpenter's Blocks.
Bibliocraft.
Sorry about the lack of activity from me again, just been MC'ed out, although once I play my way though ACIV: Black Flag, I should be rejoining people on Magipunk. Oh yea, doing massive invite swarm as well tomorrow morning, sooo...... yea. New peoples.
0
I've just been very Minecraft'd out lately. Hell, haven't really seen anything that attractive to do lately, sort of been in a slump.
0
You can also go and find the skill orbs as dungeon loot, or kill some of the bosses to get them as drops.
0
Although we will have to see it after Mithion does this "XP infusion" system for it, might really fix some of what I consider it's balance issues.
0
Hello, I am Steelflame, and I have USED 2000 stacks of cobblestone. In a single build. And still going.
Seared Stone (from Tinker's Construct) is a great drain of the stuff when you decide to make an entire mountain resurfaced in it.
1
0
This is on a server with the latest version of TC4 and TT2, in case that makes a difference. It was working normally as of build 26.
0
1. Forge version update to .953
2. Thaumcraft, Thaumic Tinkerer, Blood Magic, Witchery, and a few other small updates.
Ehh..... it was just updates, soo..... Bye.