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Post by drenrin2120 on Nov 6, 2014 13:56:13 GMT -5
Sorry for the delay guys, my internet connection has been giving me a hard time as of late. So it looks like the update will be pushed back until this weekend when I can find the time to stop at one of my friend's houses with good internet connection and update everything. There's a lot of uploading/downloading I need to do and my connection speed is so bad my uploads have been timing out after an hour. So it's been very frustrating not being able to do anything. As for the update, here's a quick overview of changes to come. - Update all mods to latest versions if needed.
- Add Lycanite Mobs mod.
- Add Carpenter Blocks mod.
- Add Pam's HarvestCraft mod.
- Add DungeonPack mod.
- Add CustomChestLoot Mod.
- Update to latest recommended version of forge.
After the modpack is updated my main priorities with the server will be to add some more Hubs, add more recipes with customNPCs, and finish the "Places and Things!" thread which will list all dungeons, quests, recipes, and mobs that are specific to Super Massive. If I can do all that within the next few weeks before Thanksgiving, I'll be very happy about everything. Also, with all this change comes the inevitable question that Manan brought up in one of the thread discussing this update, do we reset? I'll leave that up to you guys. I'm adding DungeonPack because I'd really like to see some diversity in the survival world, but I'm afraid if normal dungeons won't generate, neither will DungeonPack's structures. If this is the case, I'll have to launch an investigation into why even though the server.properties files are set to generate structures, none generate. Blah blah blah, so much to do and the holidays are coming and I'll be moving into another apartment in December, my god. This will be this server's second new year's eve! We should plan on celebrating with some lame vanilla fireworks and free stuff or something!
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Post by quaint256 on Nov 6, 2014 14:17:59 GMT -5
Seems very promising Drenrin! Looking foward when its it going to get the update And if really needed to reset than its fine, but i only dont want to lose all of my stuff again thats the only downside
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Post by manan on Nov 6, 2014 15:11:44 GMT -5
I would vote "yes" on the world reset if we're getting Dungeonpack and/or any other mods like it(I hear Recurrent Complex is real nice for new structures without new blocks and such, as well as the ability to add your own structures, but I've yet to playtest it myself). Like I've said before - now would be the ideal time for a reset, in order to have new players experience the new structures, which only will come at the cost of progress of about three or four players right now. If people losing their things again is an issue, I'd say we could always use WorldEdit to move people's homes and items to the new world(and keep their player data xD ). Also, I'm fairly certain DungeonPack structures spawn regardless of structures being on or off in the world settings. I've got no solution for your problem with vanilla structures not spawning other than to suggest asking for help on the Minecraft Forums. Lastly, I'd suggest testing out structures from DungeonPack a little bit - I know a lot of them use blaze spawners, which have some potential to screw up progression a bit.
Also, I'm not sure how much playtesting you've done with Lycanite's, but if you'd like I've got some server configs of my own tweaking you could start off with that tone down a good deal of the mob spawning rates and such - I know for sure that before I made the changes, oceans and the nether were absolute hell(even by the nether's standards), and dungeon spawners would very rarely be vanilla mobs anymore. I turned off that goofy mob event thing because it was so ridiculously immersion-breaking.
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Post by drenrin2120 on Nov 6, 2014 15:52:18 GMT -5
I'd love to start off ahead the game with your configs manan, that'd be great.
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Post by kabomber on Nov 6, 2014 16:42:11 GMT -5
I'm on board with resetting the world, just as long as we keep our stuff and builds this time. Like Manan said, we have a small player base right now, so it's of little consequence. We'd just have to make sure Guiness knows before we reset!
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Post by quaint256 on Nov 8, 2014 8:22:05 GMT -5
Make an announcement in game so everyone that plays will know it eventually
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Post by manan on Nov 8, 2014 9:54:58 GMT -5
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Post by drenrin2120 on Nov 9, 2014 14:36:25 GMT -5
Thanks Manan, this has been a great help!
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Post by drenrin2120 on Nov 9, 2014 17:48:36 GMT -5
Server configs for the 2.0 Update:
-Lycanite mobs are set to spawn at about half the rate they normally would. Trust me, otherwise they flood the environment and lag everything. -Disabled all "Spawner" blocks. Lava, Water, Sky, .etc will not spawn lycanite mobs. Lycanite mobs will only spawn in specific biomes. -All block breaking, fire setting, and web-laying abilities of Lycanite mobs have been turned off. This is to prevent damage that cannot be stopped by WorldGuard to the adventure world. This is especially important considering Lycanite mobs allow you to summon monsters into any biome. -DungeonPacks dungeon spawning has been only slightly tweaked. Common dungeons spawn normally, while rarer dungeons spawn slightly less often than the default setting allow. -Floating Villages have been disabled. -The Giant Ship spawn has been enabled.
That's pretty much it. Anything else will be tweaked in game, such as using CustomNPC's recipe option to make more recipes as well as utilizing the Custom Chest Loots mod. I'm gonna consider the next few weeks a trial period for the Lycanite's mod, as I'm still wary of its griefing capabilities.
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Post by quaint256 on Nov 10, 2014 17:17:09 GMT -5
Is an reset still in the planning of the to do list btw?
BTW, there are spawning some dungeons floating with TNT underneath them and they can explode and do a lot of damage to the enviroment!
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Post by drenrin2120 on Nov 10, 2014 23:44:50 GMT -5
I don't see a need to reset the world currently. So, we'll be forgoing that for now. As for the dungeons spawning, they should only spawn in the survival world, which is fine. Vanilla pyramids have tnt spawns in them as well. (even though pyramids don't spawn in this world for some silly reason)
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Post by quaint256 on Nov 11, 2014 8:08:47 GMT -5
Aah thats cool, because i was thinking of building a new base
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Post by drenrin2120 on Nov 15, 2014 11:49:36 GMT -5
By the way, the server hasn't been running Lycanite mobs the past few days. There was a critical failure which I'm looking into which caused the server to crash every time GuinessWalker logged in. It was directly related to LycaniteMobs and the problem was resolved when the mod was removed.
For this reason, I won't be updating outside the site until I work out the issue. I'll be putting Lycanite mobs back on the server today.
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Post by quaint256 on Nov 15, 2014 17:35:29 GMT -5
I had a problem making the lycanite gem that would be able to in an sort of libary for your self what you have seen or not, dont know the real name just now but, when i wanted to take it out of the crafting table it would disconnect me from te server EDIT: The problem with the Soulgazer is gone now!
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Post by guinesswalker on Nov 17, 2014 14:52:06 GMT -5
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