Net_Creator
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Posts posted by Net_Creator
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All of the tools were logged properly when I tested them. I did notice that the right-click functionality of the shears, hammers, and omnitools (katar and morning star) flood the events on the same block, though. About ten logs for the same block break. Shears throw it where it's not necessary, either. I got my logblock queue up to 186,000 just by holding right-click on shears in the middle of nowhere.
[3.1.2]MuttsWorld Tekkit[PvE][50 slots][PopulationDensity][GriefPrevention][iConomy]
in Open Servers
Posted
MuttsWorld Tekkit brings you the best of Tekkit in a safe, no-PvP, no-grief environment, where you can enjoy Tekkit in survival with your friends.
Experience Minecraft like never before in this industrial, magical awakening of your blocky world - with your friends!
Tekkit brings you a variety of new landforms, blocks, ores, and mechanical possibilities. If Minecraft is Lego®s, Tekkit is Lego® MindStorms®. Hop right into a world with detail you never before possible and join us today!
Herobrine’s Castle
Lots of Tekkit servers today do one thing or another - they either allow EE2 for all players or they remove EE2 from their server entirely. MuttsWorld Tekkit has a different view on it, and that has some story behind it.
When we began our Tekkit server, we had our setup rather basic - a few items disabled that we knew could cause problems and that's it. Every mod was enabled and known bad items were gone. We found out just how unmanageable EE2 was on a public server through personal experience - the world was being turned upside down in a way that conflicted with our views on player versus player combat and grief on a survival server. Consequentially, we had to disable EE2.
After a map reset and a server re-opening, we hit back on to our previous pace - with a little bit less mayhem. Players continually asked for one main item from EE2, though: alchemy bags. Players and supporters were constantly wondering if EE2 would be re-enabled or if we'd enable it with everything except alchemy bags disabled. Some supporters particularly wanted EE2 entirely re-enabled. With that, we set out to work on EE2 ourselves.
Along with a little outsourced help, we modified our setup of Equivalent Exchange 2 such that it would not conflict with our views on grief or player versus player combat. Items and utilities that we could not modify were tossed out the window and items that we could modify were modified.
During the development process, though, a couple concerns were still raised and flying around: will Diplomats become overpowered compared to Residents, such that they're on an entirely different level? This prompted us into our current view on Equivalent Exchange 2. We want the game to be fun and want Equivalent Exchange 2 to be fun, and I believe we've found a spot where that can happen.
Here on MuttsWorld Tekkit, Equivalent Exchange 2 is offered as an option to Diplomats. Our version of Equivalent Exchange 2 available to Diplomats has been balanced against what's available to Residents, such that Equivalent Exchange 2 offers another option for a style of gameplay, not another tier or level separating Diplomats and Residents. Some things that are available are conveniences that aren't really necessary or can be replaced by an equivalent that Residents can use. Other things that are available have been balanced out to stay on an even playing field or a very similar playing field. Alchemical storage, however, is and will remain available to all players - we heard the requests and we agreed: alchemy bags and alchemical chests are great, and players should at least be able to enjoy them.
Mods
Items
Restricted to Diplomats
Our Diplomat lounge's goodies include: