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ruarc88

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Everything posted by ruarc88

  1. Apologies for the lack of updates. RL has gotten in the way a bit on this project. I'm hoping by next week I'll be back to normal so I'll be able to finish the configurations. ETA on the official 1.0 release at this point I will say is mid-February. I'm hoping that before the end of January pretty much everything will be complete so I can get some public testing going. Also, I will try to merge the biome IDs from Attack of the B-Team so THEORETICALLY, it will be possible for worlds made in Attack of the B-Team to work in Flim Flam Reloaded. I promise nothing and I'm not responsible for damages incurred.
  2. 0.2.1 is now up and appears to be stable. Added Bibliocraft, Inventory Tweaks, and Project Red jars that I forgot. Most notable config change is the flower forest biome has been disabled so I'm not sure how the game will react finding it in current worlds. I've also confirmed that at minimum, worlds made in the original AOTBT pack will NOT retain any biomes since the IDs for these are all different from the defaults for 1.7.10. There also seems to be biomes that are no longer in BoP so I'm not sure how the game would react finding these even if all IDs were pulled. I'd say delete your config files before updating.
  3. Merry Christmas all! I've just released the first public beta build! Link: http://www.technicpack.net/modpack/attack-of-the-b-team-reloaded (It's actually called Flim Flam Reloaded but just updating the name doesn't change that apparently. The pack folder will also show up as Attack of the B-Team Reloaded for the time being) This build has most of the 1.7 compatible mods added with all default configurations. Notable mods that are NOT yet in the pack are Open Blocks (crashes), Map Writer (crashes again), and Tropicraft (permissions). For this build and hopefully not too many more, I'm just looking for inter-mod compatibility testing and any crashes that occur. I've done extensive world gen but not a whole lot else. I will HIGHLY recommend the FastCraft mod which fixes a lot of performance issues in the vanilla code and possibly a couple of issues in Forge as well. It transforms Terrafirmacraft from completely unplayable to completely smooth and lag free and in my tests completely eliminates lag spikes every 500 blocks or so. Link: http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820 Again, no configuration changes have been made yet so the experience itself isn't anywhere close to what the finished product will be. BrowserXL, tomorrow I intend to use a backup of my server world which uses the default Attack of the B-Team to see if it loads without issues and too many corruptions due to mod changes. We haven't played with everything but we have played with most of the popular things.
  4. This is an issue with Java 8. I'm assuming you didn't hunt for Java 7 when you installed it. Here's the link to Java 7 http://www.java.com/en/download/manual_java7.jsp and is best if it is the only Java installed. I'm assuming the new launcher is meant to work with Java 8 but I haven't read anything on this.
  5. This I will say no on. By the looks of it some mods won't be added just because it doesn't look like they'll be updated to 1.7 for a January release. Other mods are complete overhauls such as Thermal Expansion. I have yet to test, but so far all conduits have been removed with the intent of putting them in their own mod, but I haven't seen that mod yet. Combine that with the Minecraft change from block IDs to block names, There's countless issues that could arise and be permanently part of the world. Can it be done? Most likely. Is it worth the effort? I would say no. Also, with the semi-ridiculous ore generation, it really won't take that long to get back up and running to a reasonable point. Side note: He who grants permission for Tropicraft seems to be semi-vanished so Tropicraft may end up being a "recommended" addition for a bit at the start. Update: There are now 43 out of 55 base mods added, including the addition of Mr. Crayfish's Construction Mod, essentially replacing the builder blocks from Buildcraft but in a much awesomer way. Open Blocks is proving to be problematic with crashes on loading due to "missingMethods." Permissions are still needed for Witchery and SaintsPack. Awaiting a response from Mr. Crayfish for Furniture and Construction mod. I'll be on full vacation from here until the 26th (I may get a chance to reply) but I'm hoping I can get the first public build out by the end of the weekend which will have all of the default configurations. Then next week will primarily be configuring for the 2nd major public beta build.
  6. I'm actually getting it as close as possible to AOTBT so all the ore generation will definitely be staying. It is a good concept where you don't have to go hunting for things and instead just jump right into making something. That's one of the main reasons I'm adding AE2 just because you do get so many ores. But AOTBT-RL sounds good as well. I must decide by tonight so I can get permissions for Witchery. The 2nd beta release will have all of the config changes made and I'm hoping that can get out sometime the first week of January for a bit of testing.
  7. There is supposedly a pack in development already, according to GB. Finishing the pack either way cause I don't want another pack where I'm waiting for 6 months for an update to be tested before it goes live. So I'm gonna be going with "Flim Flam Reloaded" providing it doesn't already exist. Main site seems to be down for me ATM.
  8. Gonna do another big stretch tonight and hopefully get most if not all of the base mods into the pack. So far, I have permission for 2 of the 5 mods needed. In order to get permission for Witchery mainly, I need a pack name. What do you guys think it should be called? I'm thinking either Wrath of the B-Team or RuarCraft Strikes Back. The 2nd one because my modded server is called RuarCraft and the season with the AOTBT pack I dubbed B-Team Strikes RuarCraft. I don't want to take the official AOTBT name. So, what do you think?
  9. And that's the main reason I'm trying to get 2 public builds going, 1 for all base mods added but not configured, and 1 for all mods configured before pushing the pack to release. 1.7 and its updates for each mod should fix most of the issues seen in the 1.6 pack but I am aware that at the minimum, Project Red does still have some issues in 1.7. Also, update on the pack: 23/53 mods are added and work fine during world creation and extensive world gen without crashes, but there is some major lag during world gen. I am going to try adding FastCraft to see if it helps but if it does, I won't be able to add it to the actual pack due to a strict no distribution policy. But it will be recommended for clients and server owners. As it stands, 12 mods are not yet updated to 1.7.10 or I haven't found the 1.7.10 variation yet. 5 mods, including Tropicraft, I have to get permissions for. I will be trying to get permission for these today so I have them once the first beta pack is finished.
  10. Spawn rate will definitely be reduced. Saw what it did to the official server but I think it's largely due to the lack of actual land-masses in the tropicraft dimension. And as Munaus mentioned, they are supposed to be able to destroy blocks.
  11. Indeed. Thus, I added: The pack isn't really about industrialization and I've let go of both IC2 and BC personally. Thermal Expansion pretty much single handedly replaces both for functionality. And yes, that is one of the mods that was out-dated. Will definitely be adding the revival build providing it doesn't have any issues. Anything world gen I'm considering a primary mod just because it's a pain if you add it after a world is created.
  12. The crash was recommended 1.0.12a. Similar issue with another block from another mod, forget which one, and the DNA Breeder was mentioned as a side note in the fix. Only reason I found it.
  13. Had a major crash on my server which resulted in 3 weeks of down time trying to figure out the issue. Turned out to be Advanced Genetics crashing on the DNA Breeder block, even after I removed it with McEdit. Finally got it back online but decided to reset in the new year with a new pack. For this, I've decided to rebuild the Attack of the B-Team modpack in 1.7.10. Right now, I'm going through all of the mods in the current pack and getting all details and permissions on them and am also in the works of slowly adding them to a test pack. Once all of the mods are in, I will go through the configs and get them as close to the current pack as possible. I'll also release the test builds once all base mods are in and also after most of the config changes are made. The intent is to make this pack public since I have seen a demand for a 1.7.10 version of the pack, so with that in mind, what do you guys think would be appropriate changes? Whether it be adding/removing mods, config changes, etc, let me know. Talking mainly for the base pack. If you want a particular mod which doesn't really work with the theme of the pack, I probably won't add it to my build. Also, there are a few mods which aren't updated for 1.7 yet which I'm guessing is the main thing holding the official pack back, but I will do my best to get everything.
  14. Still on the latest Java 7. Just noticed that the "SEVERE Reached end of stream for [iP]" is happening whenever the multiplayer server list tries to ping the server (clicking refresh or entering the server list window).
  15. Having an issue since I reset my computer where my bteam client cannot ping my server or connect to it. The console shows "SEVERE Reached end of stream for [iP] " when I attempt to connect even though my client can't see the server and then the connection fails about 10 seconds later. Noticed that there was a crash when trying to connect and found it was related to the DNA Breeder so I disabled the ID for it and restarted the server. The the best of my knowledge the only breeder in the world I have chunk loaded with a poppet shelf so it should be gone now regardless of whether I can connect or not. Only thing I can really think of is it's the host I'm with since a quick search doesn't find this issue. I'm with envioushost currently. Also, I'm using the latest java 7 since the 1 java 8 update issue is still fresh in my mind. Does anyone know if there are issues if the server is running java 8? Also, what is the latest java 8 build that doesn't have issues with the Technic launcher? Is anyone else seeing similar issues on other hosts?
  16. Update, setting advanced physics to true still causes ships to float above the water. Even stone ones. Anyone know if this can be disabled in config?
  17. Hi! I've noticed that one of the mods is causing dropped items to float to the surface in water but this seems to be interfering with archimedes ships mod where you don't need any floater blocks to make a ship float (appears to be any non-player entity will automatically float). Just browsed through the config files and can't seem to find which mod is causing this. Anyone know which mod does this and if it can be disabled via config file? NOTE: I did find the option for advanced physics for archimedes ships but I don't think this is what the problem is since none of my ships actually touch the water (exiting sometimes puts the bottom a block above the water)
  18. this is my spawn area. For some reason, these chunks generated with their own seed I guess and did include a promised land biome. To make things easy and since it's mostly forest, I just changed the area to forest with mcedit. Haven't seen any pixies or birds... yet. Thanks for the help
  19. I will do that when I get on later tonight. As far as I know, no one has even begun playing with the witchery mod (LP server) and the spawning appears to be reflecting the different world gen in a perfect box. I'll get a screenshot of the map to better show this. Also worth noting, As soon as the pack was installed and turned on, brand new world was generated and I was the first person to log in just to make sure it was working. The generation in spawn never changed from that first login and I did notice the pixies during that login as well. I'm assuming that if the biomes are indeed promised land biomes all I would have to do is either change the ID via mcedit or explore the witchery option and change it "legit".
  20. I started an attack of the b team server a couple months back and my particular world is acting extremely strange. Currently, the spawn area is using its own world generation (chunk boundaries) even though it and all the world immediately surrounding it was generated in the same version of the modpack. This leads to the first MAJOR problem of these particular chunks behaving as if they are the promised land. By this, I mean they are the only chunks spawning promised land mobs (No one has even created the promised land portal yet). I have had to forcibly disable the pixie ID in the config because they are constantly spawning in these chunks to the point where there were over 2000 visible by a single player (I'd guess close to 3000-4000 total in the entire spawn area). Also, after noticing that blue birds were only spawning in these chunks as well, I looked them up and found that they are also exclusive to the promised land. Any help would be great on how to reverse this if possible. Tonight I plan to try removing those particular region files and allowing them to regenerate (local copy) to see if this resolves it (before I start developing the spawn area) but in the event that someone has built within 1 of these regions (512x512 blocks) that won't be an ideal solution for the actual server. PS: The spawning persisted through the update to 1.0.9c
  21. This is from a backup made this morning. I forcibly disabled pixie spawning as it was close to crashing the server
  22. Just re-opened a private server now using the Attack of the B-Team pack and I've noticed that spawn chunks are infinitely spawning pixies. From what I've read, this isn't possible as they only spawn in the promised land. Currently rolling close to 2000 pixies and because they are in spawn chunks, they are always loading the server. How might I stop them from spawning 1: infinitely 2: in a dimension they shouldn't be spawning? Also, noticed that my spawn chunks are completely different generation than the rest of the world. Anyone else notice this?
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