Jump to content

axlsjolund

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by axlsjolund

  1. Hey everyone (both players and applicants), Sorry for silence. Server has been offline for about days. I was in the middle of moving to a new, more reliable host, and we ran into alot of migration problems. Luckily however, we've sorted them out, and the server is back online. I just wrote a few new domain records, so it might take some time before spark.axlsjolund.me is pointing to the right spot. However in some places it could just work instantly. Who knows. When it is functioning on my end, I'll update again. Until then, I'll post the IP/port in the main post so you guys have an alternate method of getting there. UPDATE: The spark domain seems to be working, but 50% of the time it says offline on the screen. Double clicking still lets you in though. Might just be a result of the DNS propagating.
  2. Well pants, if you read the rest of the thread updates, you'd see that at the moment we aren't running Voltz, but beta testing a custom modpack built specifically for our spark server.
  3. You know guys... I don't know if there is a problem if no one tells me. I just tried to log on and found server unreachable. Unless there is an actual full blown crash, I don't get alerted to problems like the one we've been having (relating to the nether). UPDATE: Just so you guys are aware, I'm taking down the ManaSpark server until I figure out what bug keeps breaking it every few hours. Until then, I'm going to let you guys beta test the tech pack. As with Mana, if you're interested, then just let me know and I'll PM the platform URL.
  4. Hey guys. I realize the server is down/Not reachable. It's a simple fix, but unfortunately something is going on with the host, and I can't access the control panel, nor can I SSH in so I can fix it. I submitted a support ticket, so once they fix the problem on their end I'll be able to fix the problem with connecting. Sorry for the delay, but I didn't even get a report from anyone until recently, and because I can't access anything it's out of my hands for now.
  5. Ah. Well you guys should have read back into my posts. I made 2 custom mod packs last week, and right now we are beta testing them on the server, to check for instabilities. One is geared for RPG and long-term investment. The other is based on Voltz, with expanded areas giving the player more to do. Right now we have the RPG pack up and running. I will pm you both the info you need to connect. Don't worry. The old Voltz map and server configs are still backed up and in a separate folder on the server. So nothing is lost.
  6. Server is Back online. Still working with host to find the cause of the hardware errors.
  7. Hi guys. Server is offline for the moment. Something majorly going wrong on the host end. As in everything letting me control the server is either not working or non-responsive. I'm working with them now to fix it.
  8. Alright guys. I'm in the testing phase right now. Gonna run RPG for a few days, then the tech. If you want to test too, PM me and I'll give you the pack URL. Right now it's Lazy and I.
  9. I actually did add a small variety of vehicles. Both airborne and ground assault ones. With customizable loadouts. I also did more work on the RPG pack, which is now officially named "Mana Spark". Anyone who enjoyed games like Skyrim or zelda will enjoy the pack. It's geared towards choosing whatever path you want, with plenty of options to pursue said career.
  10. Update on the tech pack. Went through several revisions today. So far all major bugs and crashes seem to be slain. Managed to get ComputerCraft and RedPower2 Wiring/Logic/Lighting working with UE as well. A bunch of other stuff was added as well, but we don't need to list it all. The pack is using the latest stable versions of the UE mods at it's core, and then expands from there.
  11. Update for those following the custom progress. I've more or less finished the RPG Modpack. Spent the night refining, bug testing, and adding to it. It's is ready for Technic Platform and already setup for auto-updates and the like. All you guys need is the URL to add it, and boom. Launcher does the rest from there. All i have left to do is turn on my Mac and design a logo & splash screen for it. Something nice and wonderful. Next I'll work on the technical custom pack. That one will most likely be harder considering the large list of incompatibilities.
  12. I've never found railcraft steam to be all that hard to maintain. As long as the system is setup proper, you never get explosions. I'll look more into the secret room stuff. Maybe there will be a way to disable some items that do they exact same thing, but keep other.
  13. Umm... No it's not, I use the new launcher, and have manually selection working just fine. As far as all those mods, alot of those either do the same thing as other stuff already in (secret rooms= camouflage blocks, but worse). And I won't put in anything that requires power other than UE power (redstone excluded as it's vanilla). The whole reason behind UE is a universal source without the need for a bunch of converters and different kinds of the same item supplying different power. I hated tekkit because there was no unified power. Last time I used NetherOres, it caused crazy amounts of lag in the nether. Both client and server. So unless that is fixed that's a no go. I like the mod and all, but I won;t sacrifice performance for it. That all being said. Right now I have 2 custom packs in the works. The first one is based on the latest voltz. From there I am adding mods that expand gameplay and give players much more to do. Personal I'm already completely bored with Voltz, and that shouldn't be happening. Thus I'm aiming to fix that. Mods chosen so far add a variety of customizable firearms, a few new armors (strong, but not quite maxed power armor), new decoration items, and stuff like that. The second pack is aimed at an RPG style server where one gains power through hard work and some through magic. SO far we have mods that add tons of new ores, weapons, armors, etc. We have added shields, airships (fun travel), chocobos (they're awesome), more types of food, campfires, decoration items, tools that can be tinkered and customized up to around 80,000 combinations, and more such gameplay enhancing stuff. The RPG mod will be more or less like skyrim as far as playability goes. No matter how long you play, there's still alot more you can do.
  14. I've looked more into this after I talked to you. The more I look into it and play around, the more I know this is going to cause more problems than this solves. I know it's not the answer everyone hopes for, but it's the way it has to be done to prevent more problems down the road. The update is on hold for a little while though. Calclavia is working and planning alot of big changes both to mods and API's for UE. So I will wait for the bulk of it to be completed before I move to a new map. That way we know once everything is moved, we won't have many problems down the road. Plus it should all go together with the release of MC 1.5, which adds alot of great stuff in itself. But as I said, when we do start a new map, I will do what I can to transfer structures not using mod stuff. That way everyone isn't starting with nothing. IMPORTANT: I also wanted to mention, that with the new Technic platform being released, I may look into building our own modpack specifically for Spark. It would at it's core be UE, but here and there include a few other mods to overall bring more to the game. Nothing that would require different power "IC2, Buildcraft, etc", but mods that add items, maybe some worlds, and just overall more variety to the core game. Nothing is set in stone or planned. It's just a though I had while researching the new platform, and the tools it provides. What do you guys think? Is there anything in particular you'd like to see in the pack if I were to take on the task?
  15. OMFG right?! That was literally the first thing I said when I was watching the episode. The mrs said the same thing. I was amused though. It's alright though, our neutral ground is alot nicer. As is our nations. As far as staying on current version, I'm going to keep it at 1.0.13 at least until another new version of Voltz is released. If the next version breaks things as badly, we'll just swap right over to a new map. I'm letting people more or less take their structures in their nations, just not items. And structures can't be made of mod blocks (since they'd be broken too).
  16. Temporary downgrade till the issue is decided on. However, it's looking like a new map is the best choice. Something destroyed our current world making the server unable to start..
  17. Hey everyone. So we're considering a map reset/new map. The reason being is the latest updates in volts changed ALOT of id's. both block and item. As a result, there's a lot of broken stuff, missing structures, etc. a bit of a mess really. Including a few broken chunks that don't function normally with some items. The idea would be starting a new map or resetting existing map, but allowing major structures to be packaged and moved to the new map. No items, but structures. That way nations won't lose all the hard work they put into their land. From an item/material standpoint, we'd all be starting from nothing. However, I'd tailor the new map to be more fun for our nation-driven server. Overall, it's up to me. But I want feedback. We're a small sever, and a relatively close community. So please give me your feedback on the issue.
  18. It was down a few times the other day for updates, but aside from that it's been online. Has been running all day yesterday/today with no downtime and no issues. Double check that you grabbed the entire hostname. One user was missing a few letters.
  19. Server is back online. Not entirely sure the issues are gone, but I suppose we'll see.
  20. Server upgraded to 1.0.13. Big thanks to "En_Terrorist" for becoming a monthly contributor. Due to his kindness, we have just tripled our current hardware specs. As a result we are increasing the whitelist count from 10 to 25. More application approvals coming soon. UPDATE: chrism303, qav1, Fuzzmasterxp, Cliff, & mineraftofworld added to whitelist. UPDATE 2: Server is slow/non-responsive at the moment. Working with tech support to sort the issue out. The server may be offline until the issue is resolved. No ETA.
  21. Hey guys. There's a slight delay in application approval. We're having a big server bug with the current version of Voltz. Seems wires, and sometimes machines, randomly stop working, and must be broken and replaced to solve it. Happens a bit too frequently. I'm working best I can to fix it, and asking the mod developers if they know the cause or a solution for it. Once the issue is cleared up I'll get back to approving applications.
  22. I am giving people notice via PM if they are accepted or not as I go through them. I haven't had alot of time as I work during the day. When you'r app is reviewed and done with, you will hear about it. UPDATE: I've added a few more to the whitelist. If I haven't gotten to your application yet just be patient. My time is limited.
  23. Posted some updates to the main thread. A few in-game developments on the overall theme of the server. I'm sure most would enjoy it. Still keeping the numbers down. I haven't had time to go over all the applications yet. I haven't forgotten, just busy with work.
  24. Hi guys. Just letting you know I'll be reviewing the applications today when I have a minute. Right now I have to run out. UPDATE: Aerigis, Lmcgyver, & En_Terrorist have all been reviewed and approved. Still working on the others as time permits.
×
×
  • Create New...