Page 1 of 2 12 LastLast
Results 1 to 10 of 38

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    The reason to remove PlayerAPI is that it overwrites Forge base classes on which other mods depend. Basically it's not hooking into forge like normal mods do. This can cause severe stability issues and that is exactly what we're trying to avoid this time around.

    We can try to keep it in, but I'll make no promises.

  2. #2
    if at this point in the rpg server you have animal bike and the server crashes you will fall thro the world end-less-ly kill your self using the command and it will save you it is a bug. once agen the aether has flying cows the shot the crap out of use and spider what the hay
    Last edited by cc3768; 5th October 2013 at 01:40.

  3. #3
    Craftory looks like a simplified Pam's Harvestcraft but with much improved fishing. That's great actually, the fishing system needs to be improved and Pam's harvestcraft has far too many food types and is actually very grindy. I don't think it would be fun in an RPG pack to spend all day farming (thats the reason I quit playing Magic Farm), though it would be nice for some people to take up farming and selling food to adventurers as a part-time gig. They could very well do that with Craftory.

    Additionally, it might be nice if there were some kind of mead or ale that one can drink to be granted some temporary buffs.

  4. #4
    Just stumbled upon another interesting mod: MineFantasy


    There is a small point of concern for MineFantasy though. The mod author sais he wants to skip 1.6 and move directly to 1.7 because currently his mod isn't stable enough to warrant the migration to 1.6.

    Also I like the idea of Back Tools which shows the last used tool of a player on his back.

  5. #5
    Vanilla Server Manager ethe334's Avatar
    Join Date
    Apr 2013
    Location
    AMP Server
    Posts
    545
    Looks like a great mod. It would be awesome to add, if it runs well


  6. #6
    I've played MineFantasy (as part of the Magic Farm modpack, then they dropped MF and switched to TConstruct for tool making) MineFantasy basically increases the difficulty level of making tools, even moreso than TConstruct, it slows down progression to iron by requiring you to mine copper and tin to make bronze alloys in order to be able to mine iron -- it also adds an intermediate stage of 'steel' which requires multiple pieces of coal in order to be able to make a single steel ingot. Mainly it will be good if you want to slow down tech progression by a good amount, but will require you to grind a lot of coal. That said, the forging mechanics are kind of cool

    I would personally find out why MineFantasy was dropped out of the Magic Farm FTB pack before implementing it, as well as seeing how good its multiplayer compatibility is.

  7. #7
    mod list update only problem I could see with the is the dragons braking blocks hmm greafing dragons

  8. #8
    Quote Originally Posted by CrouchingOcelot View Post
    Craftory looks like a simplified Pam's Harvestcraft but with much improved fishing. That's great actually, the fishing system needs to be improved and Pam's harvestcraft has far too many food types and is actually very grindy. I don't think it would be fun in an RPG pack to spend all day farming (thats the reason I quit playing Magic Farm), though it would be nice for some people to take up farming and selling food to adventurers as a part-time gig. They could very well do that with Craftory.

    Additionally, it might be nice if there were some kind of mead or ale that one can drink to be granted some temporary buffs.
    this is just to give people more things to do then reach end game as fast as they can set up a small shop and let them run with there shop

  9. #9
    I know that Pernix_8D's welcome back thread says that he will be taking over the modpack, but if he's not up for working on it very actively then cc would like to take over on it -- he has a vested interest in making this one of the first public modpacks that puts an emphasis on magic as well as having a reasonably high level of difficulty (encouraging party formation and real RPG-like gameplay mechanics like tanks, mages, healers, etc).

    Things I think would be good to have on the server are:
    - A method to party up, avoiding friendly fire on party members for example.
    - A way for parties to properly split and share loot, or maybe even a chest log (<playername> withdrew <item> from <receptacle> for party members (or nearby people?))
    - Some kind of trading receptacle, allowing two players to put items in, and the trade to commence only if both players have clicked a confirm button. Kind of how trading worked in Guild Wars 1.

    For the server: I don't think it would be a good idea to start players off in an undeveloped city with no facilities, since players will tend to want to form and join towns later on anyways. In that case I would also be willing to build a starting town with some basic to moderate facilities for players to use in order to give them time to properly select what towns they want to be in (no TC smelteries though, since those are not protected by towny). Maybe for the starting town, plots can be opened to players via towny (or a hotel established), and players who do not log in for x amount of days will have ownership of their plot removed. The central city will be a starting place only and portals to the northlands (e.g. 3000 blocks north), eastlands, westlands, and southlands can be established, allowing faster transport to and from these regions and for village clusters to form, and maybe also nations. E.g. if you get along better with east landers then you can establish a village in the east and join their nation.
    Last edited by CrouchingOcelot; 14th October 2013 at 03:45.

  10. #10
    I would like to get an early build of the new mod pack running this week. Hopefully Pernix can do that. If not then I'll think of something else.

    I've spoken with cc about your contributions to the mod pack. They are very much appreciated and I welcome the input. We'll try to put as much as is sensible into the pack. However please keep in mind that you guys just joined our community and there has been an unfortunate incident on the RPG server with cc and some of our community members. We would like to get to know people better over a longer period of time before we make anyone a staff member. So far doing things that way has served us well.

    In the mean time you guys can still very much contribute. You don't need access to our repository and server files to help make this an awesome mod pack. I'll get things running one way or another, be patient

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •