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    posted a message on GroundWars 2.0 (Over 70 Mods) (Need Beta Testers) Redone!
    Today I present a redesigned server that was started back at the beginning of the year!

    So what makes this server different?
    First of all its not another heavily ruled spam left click with bad textures bukkit server where you get banned for not doing this or that! Instead we run over 70 mods on forge such as Thaumcraft 3, Buildcaft 3, Industrialcraft 2, Railcraft, Steves carts, Balkons weapons mod, Smart moving, Custom npcs, and Many Many more!
    We also run off of a physics engine mod featuring Stress systems on buildings! No more will you deal with floating enemy bases.
    Simply shoot a railgun from ICBM and UniversalElectricity at a building for example and watch as blocks fly in every direction possible and parts of the building fall and slide around!
    We run a customized version of SPHAX 128 by 128
    I am in a hurry to get back to updating, as I update around 2 times a day, every day.
    You could take a look at the older pictures and rules below! but remember alot has changed!

    To join simply PM me over the forums your steam name and how active you are and I will add you....

    Heres a quick look at the rules and required information before joining!
    1. You must have Steam to join the server (Team Fortress 2 for example)
    2. Must be able to respect the simple rules I have in place! however its pretty much a greif the enemys team warfare style server so its not that limited!
    3. Be at least a little active
    4. Speak some english

    Rules TO FOLLOW
    1. DO NOT STEAL FROM YOUR TEAM! the map has plenty of resources to spare!!
    2. If you dont like the idea of trusting random people feel free to use the Lockit mod!!
    3. Save the greifing for the enemy team! Your allies are your friends!
    4. Please dont attack or steal from the enemys main bases!! These will be marked with signs an mabye Lockit Related things!!
    5. You are allowed to greif, steal, mine, tnt trap, yell at, and make wierd noises when the general area of an enemys FOB (FORWARD OPERATING BASE) Pretty much anything thats not a Main Base can be messed with.
    6. Bases are marked by your teams flags an can be raided at any time by yelling that your about to attack for example Creeper Castle. To allow for suprise attacks you only have to yell this once you begin attacking the base.
    7. While it my be fun to put a massive tnt mine under an enemys base, yell attacking, and watch as the physics engine creates a massive sinkhole, and the sinkhole destroys the base, please have some form of gentlemanship. If they want to surrender the fort or create a treaty to find materials and soldiers please listen to them. If you dont take prisoners the enemy team may become more dangerous and less gentlemanly. Trust me, having a massive EMP ICBM hit your base followed by explosives, and then left without being raided is not fun. A surrender flag will be added ingame at a later time.

    Here are some old screenshots and rules

    Epic Server Rules Provided By TwitchCat!!!!
    1- THE TRAINING NODE: To start, you will spawn in the TRAINING NODE, lovingly referred to as "The Cow". In the spawn room you have the choice of choosing RED TEAM or BLUE TEAM. Make your choice.
    The TRAINING NODE can be raided at any time by anyone. Please avoid camping and PVP in the TRAINING NODE. There aren't many difficult sections, but be on your guard. Some minor loot can be found in the dungeon.

    2- TEAM BASES: Each team has a single hidden base, as well as the Mercenary base for those who don't want to choose a team. Base locations should be kept hidden from the other team! It is against server rules to raid the other team's home base, however, secondary bases can be attacked at any time. There is also a strict NO THEFT policy in all bases. Don't steal, you're all on the same team.

    3- NODES: There are a total of 7 nodes in the world: the training node, 4 minor nodes and the Big Twins. Each node (excluding the TRAINING NODE) must be captured and held by a team before being able to enter the dungeon below each node. The Big Twins have the highest leveled loot, but also the most danger. The Big Twins dungeons span around 16x16 CHUNKs, so don't get lost! Each node is reset daily with new loot.

    4- RAIDING: In order to take over a node, the opposing team must loudly proclaim their intent at minimum 3 times before assaulting a node. Unannounced assaults are not allowed and will not change ownership! To take over a node, a team must eliminate all opposition in the node area and replace the flag with wool of their color (DON'T FORGET THE WOOL!). The node may then be explored by the victorious team.

    Posted in: PC Servers
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    I was trying to set up my client for my server.. and err... forge 11 does this to me....
    I pulled out most of my other mods.. I guess I cant use forge 11? what build do I have to use?
    Its a bug with blockphysics mod and this mixed.. gahh....
    java.lang.ClassCastException: java.lang.Integer cannot be cast to [Ljava.util.ArrayList;
    at thaumcraft.common.blocks.TileSensor.getNoteBlockEvents(TileSensor.java:92)
    at thaumcraft.common.WorldTicker.tickStart(WorldTicker.java:76)
    at cpw.mods.fml.common.SingleIntervalHandler.tickStart(SingleIntervalHandler.java:16)
    at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:117)
    at cpw.mods.fml.common.FMLCommonHandler.onPreWorldTick(FMLCommonHandler.java:293)
    at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:661)
    at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:596)
    at bdo.q(IntegratedServer.java:110)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:503)
    at fy.run(SourceFile:856)
    Posted in: Minecraft Mods
  • 0

    posted a message on Smart Moving
    I have been running this mod both serverside and clientside for a while....
    Why is renderapi optional and what does it do?
    It seems to function pretty well without it but I have not tried with it....
    Forge server and client BTW
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]Lockit - A lock mod for forge servers
    Using this on my server
    For the win
    Posted in: Minecraft Mods
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    posted a message on Smart Moving
    So what use is renderapi for smart moving..??
    Posted in: Minecraft Mods
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    posted a message on [1.5.x] [Forge] [SMP] Lanterns 1.3.5
    Works fine with dynamic lights
    Posted in: Minecraft Mods
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    posted a message on [2.1] MineMod Omni-Two! (Launcher, Mod Manager and more) one year anniversary
    I was wondering where you went haha
    Posted in: Minecraft Tools
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    posted a message on [1.4.6]Lockit - A lock mod for forge servers
    Quote from hypercross

    There's a Skeleton Key in the Misc tab if you are on creative. It opens all locks...

    And yeah Id issues happen all the time...

    This will help so much for my modded server....
    luckily I ont run forestry, as buildcraft is incompadible with mcpatcher, hmm....
    Posted in: Minecraft Mods
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    posted a message on Changable over the shoulder camera
    I am in need of a Over the should Camera for my modded server....
    I run with smart moving, so I generally try to play third person, but the camera angle is so bad in the default game....
    Would anyone be able to make a Over the shoulder or adjustable Third person Camera mod..??
    Posted in: Requests / Ideas For Mods
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    posted a message on Smart Moving
    Quote from MrMe1003

    Quick question: Is it possible to set the "grab" key to be toggleable? If so, how? And if not, can it be made to be?

    Look around for the macro mod....
    It lets you do stuff like, create things to do toggleable sneak, teleport peopel to you, that kind of thing, I really would check it out....
    Posted in: Minecraft Mods
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    posted a message on [1.14] Pet Bats. Flying! Hanging! Fighting!
    This is conflicting with Steves Carts...
    I cant really seem to find a way to change the id for the pet bat item....
    Do you have a config..??
    I am running with 50 mods and I am about to release my server, this has me a bit freaked out, how do I make sure when someone uses 50 diamonds to craft something? its not going to craft a stick of tnt or something?
    I am afraid item ids are overwriting eachother....
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    my recommendation to you people.... manual mod to the point when you can easily detect a crash and fix or remove it, you guys have it easy now as most mods are simply mod folder mods with forge, if you dont know what your doing when you try to install a mod magic launcher might install a mod folder mod to your jar... bad things might happen..
    Posted in: Minecraft Tools
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    posted a message on Clay Soldiers Mod v. 3.0.0-alpha.3 (MC 1.12.x) / 2.0.0-beta.2 (MC 1.7.10)
    Quote from SanAndreasP

    I hope it doesn't take long... I want to upload the fix :/

    Could I recommend a mirror till adfly is up?
    lol or post the changelog
    Posted in: Minecraft Mods
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    posted a message on Chunky - Minecraft mapping and rendering tool
    hows this haha
    Posted in: Minecraft Tools
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    posted a message on [1.6.4] [V6.3.0] [320,000 Downloads] The Wars Mod
    Looks awesome, have you thought of making a seige style block? as in you set it down and have to defend the castle or whatever else your in from enemys? I find fighting enemys with friends very fun.... dont know how you would synch mobs though
    Posted in: Minecraft Mods
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