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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4696 |
Navy Seal
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Me and Gago were wondering if there's anything happening.
While I do miss the tinkering, I think the weather is too nice ![]() |
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#4697 |
Stowaway
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Hello!
Yeah i've been waiting for SubSim FTB server since the 1.6.4 modpack started coming out. I hoped there would be more interest for this than this :P Most of the new modpacks are now in stable versions and even though DW20 is a decent modpack i strongly suggest going with Monster this time - i've tried it out and i absolutely love it. The only downside for some people(*cough* Betonov *Cough*) is that mobs are harder but that can be countered by altering the difficulty to normal or even easy if neccessary. Otherwise there is a ton of fun new mods along with some familiar ones that have also been changed a little bit, some for the better some for the worse(IC2). So if you do decide to start FTB again, my suggestion is Monster v1.1.0 Disabled mods: MeteorCraft and possibly EnderNet(i've heard it has some issues) server.properties: - level-type=ATG (it works quite well with BoP, there are some rough edges sometimes but otherwise it's an awesome terrain generation) - allow-flight=true (i usually forget to change this one and then crash when flying with my first jetpack) - difficulty=2 ("normal" difficulty, can be changed to 1 for easy or 3 for hard, depends on how challenging we find it) config changes: Reika/Geostrata.cfg; - B:"Generate Rock in Other Dimensions"=false (the alternate cobblestone types can be cool, but they get annoying so this prevents them from spawning in ages/deep dark) - B:"Lamp Noises"=false (if you play with sound on, this is quite important :P) - B:"Alternate Brick Recipes"=true (this makes all the new stone types a bit more useful) mystcraft/instabilities.cfg - B:meteors.enabled=false (lots of lag, lots of crashes) (there are other possible disables to reduce lag) I really hope this idea gets through because i've been trying to make a server for me and Betonov for quite a while now and everytime he tries to connect he gets Can't reach server(yes i've enabled mc/server/java/port on the firewall, i've opened the 25565 port and i'm using no-ip for easier ip. See you in game i hope! |
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#4698 |
Navy Seal
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My name is Garmin Betonov and I endorse this message
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#4699 |
Willing Webfooted Beast
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Long overdue, but sorry about my post on page 292
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__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#4700 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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#4701 |
Navy Seal
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#4702 |
Lucky Jack
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I got Space Engineers as well now, thanks to GenoMariner so that's an option.
Meanwhile in other news more related to the topic title, looks like Mojang may be about to help Arclight solve his 'always build above caves' problem: http://www.rockpapershotgun.com/2014...customization/ |
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#4703 |
Lucky Jack
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So...there has been some conversations about bringing this back.
Modpack thoughts? Also, I think that we should consider assigning specific titles to people, for example, one person does transport, another does power supply, another does infrastructure. So, say Betonov makes an oil fired power station to supply electricity to a factory that Keab42 has made, he needs oil, so I build a railway out to the nearest oil well and transport oil back from it to the oil refinery that Task Force has made which then pumps the fuel over to Betonovs power station. How does that sound? Obviously there can be overlaps since, for example, if Betonov isn't on and something has gone wrong with his power station then Task Force can fix it so that power can be achieved, or if I'm not on and more oil is needed then Keab can take the train out to bring some more back, and so on. That way there's less overlap in what we're building (so we don't wind up with about four power stations) and we need to work together to make things happen. Just one slight condition...bags me the train stuff. ![]() |
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#4704 |
Engineer
![]() Join Date: Jul 2010
Location: England
Posts: 215
Downloads: 34
Uploads: 0
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Nothing that breaks the game. As in, big machines that mine whole chunks and gives you over a thousand of one material. Otherwise most of us are going to do that get bored quickly.
Although I would like to see Galticraft.
__________________
![]() The victorious strategist only seeks battle, after the victory has been won. Also known as Brandenburger and Zirran elsewhere. |
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#4705 |
Navy Seal
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Love the idea.
I'll take the energy department, probably wood fired generators at first until coal starts coming in. And then, no stopping until we have a nuke ![]() |
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#4706 |
Lucky Jack
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So something with Industrialcraft, Buildcraft and Railcraft as a basis perhaps?
A furniture mod would be nice, and I recommend that we turn mystcraft off, since it made getting resources a bit too easy, likewise things like the ender-tanks. They were nice, but again, a bit too easy. I'd like traincraft, but with the new ores disabled (so that the diesels run from BC material) however I'm not sure if they've fixed the crash problem that they've had with railcraft, so I'm not too fussed. Feed the Beast is probably the best option again, I'm looking at the Tech World modpack, going to boot it up and have a see what it has. |
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#4707 |
Navy Seal
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Aye.
I want it to be challenging even in medium late game. |
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#4708 |
Lucky Jack
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That is the tricky bit, since by nature we tend to automate a lot of the production, obviously in power generation you have an advantage since you'll be working towards a nuclear goal, and with railways I'll be building constantly as we move around various oil wells, and I'll be shuttling resources back and forth with some shunting (something I really do enjoy).
But what can we do to keep the other stuff challenging? ![]() |
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#4709 |
Navy Seal
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#4710 |
Lucky Jack
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![]() ![]() ![]() ![]() ![]() ![]() ![]() Actually, I was pondering if we could make our own modpack via technic, and whether it would work on MP...I remember trying to make myself a modpack a while ago and it failed miserably on MP but that was without using technic... ![]() |
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minecraft |
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