• Profan's Humble FTB Monster V1
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A quick recap of the three versions of Resonant Rise: RR-Main: The mainline pack. Basically, this pack is the original Resonant Rise. It's got underground biomes and all the coolio mods. Optifine performance with this pack varies. RR-Lite: The lightweight pack, this has less mods and thus, less fun then FTB Monster. I don't see why anyone would pick this for hosting but for the best introduction to RR this is the pack for people to play offline, I guess. RR-Yogs/Yogscast Complete Pack: The currently most popular pack on ATLauncher for obvious reasons. This doesn't have Underground Biomes, but it does have quite a few more mods and such then the Mainline, along with even better compatibility among the mods due to how the Yogscast are. If you want my personal recommendation, despite the name, the Yogscast Complete Pack would be the best, if only due to the sheer amount of total mods it has all working cohesively. I think most tutorials from the FTB Wiki will work, but otherwise most mods that are unexplained are more or less of the "Let's slam it together and see how it works" variety.
[QUOTE=StarToad;45044030]A quick recap of the three versions of Resonant Rise: RR-Main: The mainline pack. Basically, this pack is the original Resonant Rise. It's got underground biomes and all the coolio mods. Optifine performance with this pack varies. RR-Lite: The lightweight pack, this has less mods and thus, less fun then FTB Monster. I don't see why anyone would pick this for hosting but for the best introduction to RR this is the pack for people to play offline, I guess. RR-Yogs/Yogscast Complete Pack: The currently most popular pack on ATLauncher for obvious reasons. This doesn't have Underground Biomes, but it does have quite a few more mods and such then the Mainline, along with even better compatibility among the mods due to how the Yogscast are. If you want my personal recommendation, despite the name, the Yogscast Complete Pack would be the best, if only due to the sheer amount of total mods it has all working cohesively. [b]I think most tutorials from the FTB Wiki will work, but otherwise most mods that are unexplained are more or less of the "Let's slam it together and see how it works" variety.[/b][/QUOTE] Yay, [del]explosions[/del] science!
Everyone who has profan added, poke him constantly and maybe he will work faster :V
I looked through the Yogscast Complete pack and there doesn't seem to be any mods I love missing from it, except for hopperducts. Looks like a pretty nice pack
Taking a quick look through the mods myself in creative mode... Oh dear lord. First off, we have Mad Science, one of those mods where you can splice mobs DNA together, so you get stuff like a wooly cow, or an enderman who can survive in water. Or an "Abomination" which can teleport and lay eggs within anything it kills. :pwn: Then, we have the Hardcore Ender Expansion mod. It adds a bunch of biomes and bosses to the End, along with new potion effects and items. And the End Dragon is actually hard. By default, the Yogscast Complete pack also includes Metallurgy, which adds a shit ton of new ores. Most of which is just tougher/harder armor, but hey, MORE ORE. Plus it all has Tinker's Construct support. Ars Magica 2, which is arguably a more traditional magic mod, complete with crafting your own spells. For example, you could create a Projectile-Dig spell, which will mine anything that isn't gold or harder. Pretty good for branchmining. You also have Projectile-Light, which will leave behing a light source(depending on the strength of the spell). It also features a bunch of hard bosses which are required to advance in the mod. Blood Magic is the OTHER side of magic, the one where you're stabbing yourself(and mobs!) with a knife in order to power your magic. Really neat mod, with a few clever ideas here and there. Make sure you keep your blood network full, otherwise you might just end up dying in the middle of nowhere. Botania is also another magic mod, focusing on the power of flowers. I haven't messed with this one personally, but it's by the developer who created Thaumic Tinkerer, so it's bound to be cool. We also have Totemic, which is a new magic mod still in heavy development, featuring magic based around totems. I haven't messed around with this much, but yet again another cool magic mod. Forbidden Magic is a neat Thaumcraft addon, one of it's main features is the fact it acts as a bridge between the popular magic mods, so you can have a wand with Vinteum(from Ars Magica) caps, scribing tools that refill with blood from Blood Magic... and [URL="https://dl.dropboxusercontent.com/u/4379567/dota2s/bestthaumcraftresearch.PNG"]this amazing item for Thaumcraft.[/URL] Simply Jetpacks, which is...simply jetpacks, all using Thermal Expansion/RF power. Now comes with armoring by the looks of things! It also comes with a Potato Jetpack, which is as safe as it sounds. Some really cool mods, everything considered.
I thought draining the network only causes nausea.
I've always wanted to see what progression is like with Metallurgy [editline]10th June 2014[/editline] I think that may be a setting somewhere. Like hardcore or normal core would want different configs
[QUOTE=Jetamo;45058328]Taking a quick look through the mods myself in creative mode... Oh dear lord. First off, we have Mad Science, one of those mods where you can splice mobs DNA together, so you get stuff like a wooly cow, or an enderman who can survive in water. Or an "Abomination" which can teleport and lay eggs within anything it kills. :pwn: Then, we have the Hardcore Ender Expansion mod. It adds a bunch of biomes and bosses to the End, along with new potion effects and items. And the End Dragon is actually hard. By default, the Yogscast Complete pack also includes Metallurgy, which adds a shit ton of new ores. Most of which is just tougher/harder armor, but hey, MORE ORE. Plus it all has Tinker's Construct support. Ars Magica 2, which is arguably a more traditional magic mod, complete with crafting your own spells. For example, you could create a Projectile-Dig spell, which will mine anything that isn't gold or harder. Pretty good for branchmining. You also have Projectile-Light, which will leave behing a light source(depending on the strength of the spell). It also features a bunch of hard bosses which are required to advance in the mod. Blood Magic is the OTHER side of magic, the one where you're stabbing yourself(and mobs!) with a knife in order to power your magic. Really neat mod, with a few clever ideas here and there. Make sure you keep your blood network full, otherwise you might just end up dying in the middle of nowhere. Botania is also another magic mod, focusing on the power of flowers. I haven't messed with this one personally, but it's by the developer who created Thaumic Tinkerer, so it's bound to be cool. We also have Totemic, which is a new magic mod still in heavy development, featuring magic based around totems. I haven't messed around with this much, but yet again another cool magic mod. Forbidden Magic is a neat Thaumcraft addon, one of it's main features is the fact it acts as a bridge between the popular magic mods, so you can have a wand with Vinteum(from Ars Magica) caps, scribing tools that refill with blood from Blood Magic... and [URL="https://dl.dropboxusercontent.com/u/4379567/dota2s/bestthaumcraftresearch.PNG"]this amazing item for Thaumcraft.[/URL] Simply Jetpacks, which is...simply jetpacks, all using Thermal Expansion/RF power. Now comes with armoring by the looks of things! It also comes with a Potato Jetpack, which is as safe as it sounds. Some really cool mods, everything considered.[/QUOTE] Botania is kinda OP when it comes to Blood Magic, there's a flower you can create that has a Regen IV aura, and it's not all that hard to make/fuel with mana. So you basically just put it next to your altar, and stab yourself once every second or so and you can fill your altar pretty much endlessly (or until full), ala Direwolf20. :v:
Could always disable Botania. It does put flowers in every damn biome and there's tonns of them
To be fair, if we're going to start getting rid of arguably OP things, you'd have to disable a good 40% of the mods.
Not complaining about OPness, just too many flowers everywhere. The endgame of Modpacks is generally OPness
There's an experimental 2.9 version of RR now that adds ICBM and the Resonant Induction addon, the latter of which is GregTech-Lite in terms of expensiveness and tech tiers, and ICBM is basically DEFCON compressed into a mod but with more physical interaction with the mods. Thankfully they're only in evaluation so if they fail they won't go into RR fully. That and ICBM is really, really buggy with how it's radiation effect can and will glitch players out into crashing.
[QUOTE=Jetamo;45058550]To be fair, if we're going to start getting rid of arguably OP things, you'd have to disable a good 40% of the mods.[/QUOTE] Instead of punishing the OP-mess. Why not embrace it? Only disable the stuff that might fuck up the server performance wise.
The only thing I can think of that might fuck the server up performance wise might be DartCraft and ChocolateQuest, the former because Time Torches, the latter because it's dungeon gen is horrifically unoptimized and basically hasn't been updated since Minecraft Alpha, and the other side of it is that it can spawn loot in chests sometimes that aren't supposed to be there. This is due to a line in the dungeon loot files which I have yet to track down.
the questing system in yogcast pack for atlauncher one quest is broken
[QUOTE=Minimal;45049192]Everyone who has profan added, poke him constantly and maybe he will work faster :V[/QUOTE] If I know Profan he's probably very busy studying
The questing system in YCP is broken, but thankfully unlike Agrarian Skies you don't need to do it to progress, instead it's meant to act as a tutorial for those completely/mostly new to modded MC.
[QUOTE=magravn;45061040]If I know Profan he's probably very busy studying[/QUOTE] Well, I actually have time to do some of this stuff now (uni stuff is over, just waiting for results and eventual fixing of failed shit), so progress should be slightly faster :v: But I do need people to take care of the serverside stuff as well, like configure mods, handle plugins, troubleshoot eventual server problems (there will be many) before I can go any further, as I won't be keeping the server under that close check personally.
I'd throw my hat in to help with the configuring of mods and stuff, but it'd be way too forward of me :V: Off the top of my head I can think of a few things that would need turning off/on. Like I mentioned before, Time Torches and some more of the troublesome items from Dartcraft, disabling the Writing Desk again from Mystcraft, as you'd not want age-spam. Probably enabling the cheat-sheet thaumonomicon in TC4's configs, just incase research glitches and someone loses all their research. Only gainable via creative, ofc. Also depending on opinion, enabling/disabling taint spread. Maybe double checking the world is generated using... whatever biome mod it is, I want to say Biomes o Plenty, but there might be different options. Perhaps also disabling the Promised Land outright this time would be a good idea, as there's barely anything of interest there, and it generally causes lag due to the annoying wisps-that-are-not-TC4-wisps. - I know for a fact the Yogscast Complete pack comes with the "Vendor" mod, so maybe set up a trade box that takes the Ancient Staff you can make(that generates the Promised Land portal) and give you a stack of Amethysts, so anyone who wants those can still get them.
[QUOTE=Zaldos;45058496]Could always disable Botania. It does put flowers in every damn biome and there's tonns of them[/QUOTE] [QUOTE=Jetamo;45058550]To be fair, if we're going to start getting rid of arguably OP things, you'd have to disable a good 40% of the mods.[/QUOTE] [QUOTE=Zaldos;45058654]Not complaining about OPness, just too many flowers everywhere. The endgame of Modpacks is generally OPness[/QUOTE] [QUOTE=Minimal;45059888]Instead of punishing the OP-mess. Why not embrace it? Only disable the stuff that might fuck up the server performance wise.[/QUOTE] I wasn't complaining about it, that was more of a *wink wink* *nudge nudge* post than a complaint.
Fair warning about Ars Magica: Using a Summon spell with a boss crystal works fine in singleplayer, but in multiplayer the summon never actually triggers. It spawns the boss, as a friendly no less, but the spell doesn't register that and does it again. And again. Rather rapidly, in fact. I lowered my FPS to less than 1-per-second on Afromana's private server and upon reconnecting from a server crash, I found about 400 of the bastards wandering around on screen and I could see nothing else. If I were able to turn around, or had time to before the server crashed again, I would expect I'd have seen more. /gamemode peaceful did not fix it, either, because they're considered friendly spawns when using the summon spell.
[QUOTE=AlfieSR;45062566]Fair warning about Ars Magica: Using a Summon spell with a boss crystal works fine in singleplayer, but in multiplayer the summon never actually triggers. It spawns the boss, as a friendly no less, but the spell doesn't register that and does it again. And again. Rather rapidly, in fact. I lowered my FPS to less than 1-per-second on Afromana's private server and upon reconnecting from a server crash, I found about 400 of the bastards wandering around on screen and I could see nothing else. If I were able to turn around, or had time to before the server crashed again, I would expect I'd have seen more. /gamemode peaceful did not fix it, either, because they're considered friendly spawns when using the summon spell.[/QUOTE] Possibly /cofh killall would have worked?
[QUOTE=Jetamo;45062573]Possibly /cofh killall would have worked?[/QUOTE] Possibly, but Afro has gone offline so I cannot test. Also the server crashed within a few seconds of me joining the second time, and I was the first person on.
There's a mob spawning plugin that can be used to disable pixies in the Promised Lands. The promised lands are a pretty nice reward for finding a Depleted Staff and recharging it/lucking out and finding all the BoP gemstones. Other then that I think i've got it down to a wrench being what might be causing ChocolateQuest dungeons to malfunction sometimes with chestloot and cause a crash, so if those are removed from the loot config and such in addition to stopping summon spell parts for bosses (Read: Twilight Forest bosses, the Wither, the Ender Dragon, etc), and then disabling time torches' time altering effects should be all that's needed for configuring the modpack.
[QUOTE=StarToad;45062657]There's a mob spawning plugin that can be used to disable pixies in the Promised Lands. The promised lands are a pretty nice reward for finding a Depleted Staff and recharging it/lucking out and finding all the BoP gemstones. Other then that I think i've got it down to a wrench being what might be causing ChocolateQuest dungeons to malfunction sometimes with chestloot and cause a crash, so if those are removed from the loot config and such in addition to stopping summon spell parts for bosses (Read: Twilight Forest bosses, the Wither, the Ender Dragon, etc), and then disabling time torches' time altering effects should be all that's needed for configuring the modpack.[/QUOTE] The loot in the dungeons is extremely powerful. Inert thaumium caps are common, and ichor isn't rare either. I've also found a piece of loot normally intended only to drop semi-rarely from a mid-tier ars magica boss (coincidently, the one I broke Afro's server with)
They're generally meant to be hard to get and only findable in the ending rooms of dungeons, but then again the spawning code hasn't been updated since Minecraft Alpha or so, so :v:
Is there a way to make the dungeons rarer? I don't know how rare they are to begin with so...
Edit: Found it. Here's the config file, as located in config/Chocolate/config.prop: [CODE] # For more configurations about dungeons look at dungeonConfig folder #Minimum separation between dungeons (sepration defined in chunks) dungeonSeparation = 28 # Chunk caves, are caves/structures generated on each chunk(if the chunk is viable)set 0 to disable, 1 to enable -StarToad's Note: This is basically meaning that by default, every 896 blocks at minimum is going to have a dungeon spawn. Formula is 32 times that variable. # Jungle caves, located around layer 40 in jugle biomes jungleChunck = 0 -ST's Note: Dunno why this is disabled, maybe due to lag/huge loot amounts? # Swamp caves, located around layer 40 in swamp biomes swampCaves = 0 # Nether mountains, located on the nether surface netherMountains = 0 # Tunnels spawn around all the world in a infinite line the chance is the aproximate distance between tunnels in chunks # Abandoned mineshafts go around layer 40 mineshafts = 0 -ST's Note: I think what this means is basically continually generated mineshafts/ChocoQuest style Mineshafts. #IDs #First item ID itemID = 7844 #First block ID blockID = 590 #Dungeons exporter. #Set to 1 to enable dungeons exporter. exporterEnabled = 0 #Exporter block starting id, uses 5 IDs(Only required if the exporter is enabled) exporterBlockID = 210 #Misc. #Number of mobs spawned on one use spawners, if set to less than 0 will spawn only vanilla monsters. numMobsPerSpawner = 1 defaultMobSeparation = 1000 #Generate dungeons on flat maps(basically mineshafts and floating dungeons) dungeonsInFlat = 0 #disableItemsToSpawnDungeons: set to "true" to disable the items used to spawn dungeons disableItemsToSpawnDungeons = false -ST's Note: Mainly for admins to manually place dungeons down, the dungeon placing is a bit buggy. #enableCapsulesInSurvival: if true the capsule station blick will be craftable or sold by villagers enableCapsulesInSurvival = true -ST's Note: I dunno what Capsules do. #registerModItemsToChests, if set to false items from this mod will won't be automatically added to chest lists registerModItemsToChests = false -ST's Note: This also spawns ChocoQuest's items and stuff into chests alongside the loot tables as defined in the other loot chest files. overridePlayerModel = false -ST's Note: Probably best if this is left to false.[/CODE]
Hm, sort of sounds alright, but maybe up it to something like 32?
It'd become every 1024 blocks, then. Also, there'll need to be a larger world border for RR. 5k just won't cut it. Maybe 10k or possibly 20k? It might be enough to spawn every major biome type from BoP.
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