Modded Minecraft Multiplayer Server

I, of course, meant Omnifactory.

Just popped in to "huzzah!" For the first time in I don't want to think how long, I've finally bootstrapped up to Applied Energistics autocrafting. In a Gregtech based mod to boot! I still wish it had Veinminer - mining for all these different ores is a little grindy - but at least the veins are dense and large enough that an hour or so cleaning one out usually provides enough raw material to last a while. As I slowly climb my way through MV, it looks like I'm going to need a lot more copper and silver...

Big goal this week - autocrafting ME Interfaces, autocrafting bits, and all LV machines.

Edit to add: I would like to join in a MP world, if we can find one that "sticks" for me.

I agree with Moggy. I've been thinking about what I like in a pack.

One thing is that I'm really tired of packs that make things harder than vanilla. An example is needing a machine to make a plank or stick. Or eliminating sleep. I stuck around in Interactions because I found GTCE interesting and I liked the company. I wish now that I hadn't, even without the horrible lag problems. I'll pass on the next artificially difficult pack. Our group is tiny now; perhaps this is why.

Another thing I prefer is beautiful, naturalistic worlds.

I'm glad to be playing OmniFactory now, though I wish it had the magical mods. There is an OmniFactory channel on Discord, which is nice. Maybe I'll open a MP OmniFactory on a rented server, since some of us seem to be drawn to more challenging packs. I'd be happy to join a GWJ server though, if there were one.

I think it's hard to find a pack that's going to please everyone and still have "staying power" to keep people interested for long. Clearly, though, FTB:I has run its course. Oddrune (and others) - do you think you'll be able to wrap up your Interactions adventures in the next few days, maybe this weekend at the latest?

As for the next pack to choose, I'm open to ideas. There are a lot to pick from.

We've played All The Mods 3 before, but that was almost 2 years ago, and mods have rotated in and out since then. That should be a nice low-key kitchen-sink pack.

We could try FTB Unstable 1.14 and see what the next generation of Minecraft could hold in store for us... bearing in mind that, as the name implies, it might be somewhat unstable.

Roguelike Adventures and Dungeons would give us a pretty different shift in gameplay than we've seen before; it's a lot more combat-oriented rather than building.

What about Dungeons, Dragons and Space Shuttles? Aside from having a really kickass pack name, there are over 1500 quests to help guide you through all of the mods.

Or Enigmatica 2 (Expert), or OmniFactory, or .... The list goes on and on. Let's have some discussion & debate around here.

I've done all I really intend to do in FTBI. I think all that's left would be grind. And, I don't want to start an aesthetic build on a server that's ending.

Without diving into individual modpacks to see what might satisfy my wishlist, here are the things I've realized I like in my modpack.

In no real order of priority, but in the order I think of them so sorta:

- Overworld. While I like the idea of a void world "all this from nothing", I do like scenery.
- Well though out quests. Guided and/or gated with nice end game goals. I did like Age of Engineering's trophies.
- Emphasis on building large, automated factories.
- De-emphasis on magic. A little magic is OK.
- Tinkers Construct and Vein miner
- less "Mine" and more "Craft". A route to resource creation (Env Tech, Micro Miners, Sieves - as long as it can be automated)
- If hunger is a big deal, then there has to be farm automation 'cos I'm done with having a bazillion fields I need to manually harvest

OK, enough for now. I'll wait for others to chime in.

Just came for advice on mods for my wife and I on 1.14. She likes building and I like building and mining. I'm hoping for something with bigger ore veins, maybe more ores and interesting features around mining like drills, alloy making, maybe machines.

We're also interested in exploration and adventure.

We found some great sounding mods that are back on 1.12 like thaumcraft but we want to be on this newer version.

We have Biomes o Plenty but that's the only content one so far.

Moggy, you probably would have liked FTB:Interactions. It had more magic than you probably want, but had all the other things.

Mods for 1.14 aren't quite as prevalent as in 1.12. Not to get too deep into the nitty-gritty, but there were some core infrastructure changes to the Minecraft API which is making it take a little longer for mods to be ported.

You might try looking at the "FTB Unstable 1.14" pack I linked a few posts ago. It has a bunch of mods included, and the FTB team does a pretty good job of making sure that the mods don't conflict with each other, despite the pack name suggesting otherwise. It might not do quite the things you're asking for (yet) though.

Edit: I take it back. FTB Unstable 1.14 has YAMDA - "Yet Another Mining Dimension Attempt". That's surely going to be just chock-full of ores to mine.

howdy folks. I haven't been following this thread, but I think I shall

is everyone still playing on a GWJ server somewhere that I could presumably join/rejoin?

Well, if we do a 1.14 pack, I think we can count on Vulpes_Absurda playing constantly, since that update added foxes.

Oddrune wrote:

Moggy, you probably would have liked FTB:Interactions. It had more magic than you probably want, but had all the other things.

I dunno. I bounced real hard off it. Maybe it moved my cheese just a little too far *shrug*

In the meantime, I seem to be stuck on an AE2 concept that I'd like someone to clue me in on.

Supposedly, I can use an ME Interfaces with a crafting card and a ME Storage bus to maintain a minimum inventory amount of a auto-craftable item. Don't seem to be able to make it work. The closest I've managed is if the ME Interface is adjacent to a molecular constructor and also has a pattern coded for the item in it. Then the item is auto-crafted but the crafting CPU remains stuck with the crafting order despite having fulfilled the request.

Anybody managed to make this work or any other method for maintaining a minimum inventory of craftable items?

Yup, that's definitely doable. Interface with crafting card, put the item (and quantity of item) you want to maintain into one of the crafting card slots. Storage Bus facing the Interface, and a wire going into both the Interface and Storage Bus. It's been a while, but I think that should do it.

As far as the server goes... what do you all think about trying FTB Unstable 1.14 for a little while, as sort of a palate-cleanser after FTBI: Interactions? It doesn't have any quests, and the mods involved are probably not going to be quite as deep as we're used to, but it might be nice to get a peek at 1.14 for a bit.

merphle wrote:

...and a wire going into both the Interface and Storage Bus.

Yep, this was the issue. SMH.

I'd be willing to try FTB Unstable 1.14 for a while. I'd be more of a dabbler to experience 1.14, but it might be a nice break and maybe I'll focus more on aesthetics than I usually do. No big black cube bases, I promise!

I think FTB Unstable 1.14 is going to be a no-go for now; the infrastructure doesn't quite seem to be ready for 1.14 modded servers. It works fine as a local pack, but kept crashing for me in client/server mode.

So, any requests for the next pack?

A few folks on Discord voted/capitulated to my earlier suggestion of Dungeons, Dragons and Space Shuttles. The pack author claims that a lot of recipes have changed, but it seemed like it was more in the mid- to late-game items, and it's done in service of using 5x5, 7x7, and 9x9 "extreme crafting grids" to provide more variety in crafting. The pack seems to have all of the fan favorite mods in it, including Tinker's, Immersive Engineering, AE2, Astral Sorcery, Blood Magic, RFTools -- it's a pretty big pack, actually. Let's give it a shot and see if we run into anything really frustrating (like invisible creepers).

New post with the latest server information.

For Vanilla Minecrafters who would like to learn more about Modded Minecraft, I present:
Modpack: GWJ Modded 101
Version: 1.3.1
Server connection: mc.merphle.com
Dynmap URL: http://mc.merphle.com:8123
This server is connected to #moddedminecraft on Discord.


For experienced Modded Minecrafters:
Modpack: Dungeons, Dragons and Space Shuttles
Version: 6.5 7.1a
Server connection: ddss.merphle.com
This server is connected to #moddedminecraft on Discord.
Oddrune wrote:

Well, if we do a 1.14 pack, I think we can count on Vulpes_Absurda playing constantly, since that update added foxes.

IMAGE(https://i.imgur.com/1XsSRce.gif)

Spoiler:

Actually there's a new Destiny expansion out soon so I won't be around much

I'd really like to try some of the shader mods like in this video (not interested in that mod, too crazy) but I can't get Optifine to work with Forge in 1.14. I drop Optifine .jar in as a mod the way several posts I found said to do but when I launch the Forge version of Minecraft it tells me Optifine is unsupported.

Im only using Forge because it seemed like an easy way to handle mods, since I can just drop them in the mods folder and Forge does the rest. Is an alternate like Rift going to do better for me here?

In that RLCraft mod, they changed tree chopping so you only chop the base, then the tree falls. It looks great. The only other mod I could find just kills the whole tree, immediately, no animation. Any idea if there's a standalone mod for that (1.14)

Sorry to say that I have never really been able to get shaders to work right with mod packs as one of the mods will always break them at somepoint. having said that the thing I would advise is making sure you have the right version of optifine installed since as I recall it sometimes being hard to find. And in your case there may not yet be a version for 1.14

As a point of procedure, Merph, you can achieve greater participation if you announce meetings before they are to happen, rather than afterward. I'm sure that hadn't occurred to you.

mastrude wrote:

As a point of procedure, Merph, you can achieve greater participation if you announce meetings before they are to happen, rather than afterward. I'm sure that hadn't occurred to you.

There was no meeting. It was an impromptu discussion, and I tried to respect your previously-posted opinions on modpack selection. It sometimes feels like I'm performing oral surgery around here trying to solicit opinions, so I ended up just moving forward with a choice. If it doesn't work out and nobody's happy, we can change again.

polypusher wrote:

In that RLCraft mod, they changed tree chopping so you only chop the base, then the tree falls. It looks great. The only other mod I could find just kills the whole tree, immediately, no animation. Any idea if there's a standalone mod for that (1.14)

That is from the Dynamic Trees mod. I can’t find anything like it for 1.14.

absurddoctor wrote:
polypusher wrote:

In that RLCraft mod, they changed tree chopping so you only chop the base, then the tree falls. It looks great. The only other mod I could find just kills the whole tree, immediately, no animation. Any idea if there's a standalone mod for that (1.14)

That is from the Dynamic Trees mod. I can’t find anything like it for 1.14.

Lumberjack?

Sticking with 1.14 seems like a dumb idea. There's so much fun stuff for 1.12 and with 1.15 on the horizon I doubt many are bothering with the work.

Honestly, a lot of the features that Mojang built into 1.13 and 1.14 are things that various mods were providing in earlier versions; you might not really be missing out on all that much if you pick the right mods/modpack in 1.12.

1.13 features
1.14 features

Except for anything related to content. The content added in 13 and 14 seems cool, and we experienced some today, but when you compare that to something interesting looking at something extraordinarily deep like Thaumcraft or RLCraft, which have no 1.14 equivalent you start looking harder at 1.12

Even Dungeons, Dragons, and Space Shuttles which you guys are starting up now only goes up to 1.12

The mods tend to coalesce around certain versions. Having tentpole mods like Thaumcraft in a particular Minecraft version makes other modders work in the same version. It's a feedback loop that encourages the modding community to stick with one version for longer and then move en masse when the time comes.

1.7.10 was the champ for a long time. We played a lot of modded 1.7.10.

There was very little modding for 1.8 (Bountiful update) or 1.9 (Combat update). But then 1.10 (Frostburn update) had a fair number of modpacks. 1.11 (Exploration update) had few but then 1.12 (World of Color) has lots.

1.12 was released in June 2017 and reached critical mass, so here we are. It was also a very long-running server over on the vanilla side of things. 1.13 wasn't released until over a year after 1.12.

After a bunch of trial and error I got a vanilla solution for lengthening the daylight hours working for both 1.12 and 1.14. It uses command blocks to control the time during the day and lets nighttime advance as normal. Seems like mods for daytime universally break the ability to sleep in your bed to skip daytime.

It's based on some bad youtube videos who all had some errors in their explanation and take 15 minutes to explain what could be a short document, so I made a short document if anyone would like to take a look.

I found the sun just moves too dang fast to get anything done, especially in the early game of dangerous mods. You spend a few minutes (10?) smashing rocks together then you're digging yourself a hole. Once you're past the very beginning you're still having to return to your bed far too often.

This resolves that. Right now I have 2 separate solutions for 1.14 and 1.12 but I suspect the 1.12 one will work for 1.14. They're very similar, they just use some commands that are different.