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ks7

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Everything posted by ks7

  1. Sorry about the delay in responding to whitelist applications, I've had some stuff going on IRL over the last 2 days. I did get some time just now to go through them, so anyone that applied in the last 2-3 days should have received a response by now.
  2. Yeah, that's fine as long as you're not creating new ages. We just don't want a repeat of last time where people were experimenting with ages unchecked.
  3. So since I've been asked a few times, I just want to make it clear that we'll only be updating to the newer versions once they become recommended.
  4. Did you ever get a private message saying that you were accepted? Because I can't find one that says you were, and as I said before, I don't see you on ANY of the whitelists for our servers.
  5. I don't see your name on the whitelist for the 1.2.2 server or on the whitelist for the old Tekkit Classic server, so if you applied before, it probably wasn't accepted.
  6. Is your version set to 1.3.9? If so, try deleting the Big Dig sub folder in the launcher files and let it redownload.
  7. Just a suggestion to those that might be considering joining, telling me how you'd be good for a staff position is NOT a good way to get accepted.
  8. The whitelist apparently didn't update, but I had someone manually update it earlier, so you should be good to go .
  9. The new world is up! Please make sure your launchers are set to 1.3.9!
  10. That was the most disappointing video game of all time, I swear to god...
  11. We're gonna delay until tomorrow just to make sure everything is set up properly and ready to go. The spawn area is done, and we're adding a few buildings to server as shops. Just as a note, Forge Essentials will NOT be installed right away, it looks like it isn't working with the newest version of Big Dig right now, and I couldn't find a way around it with any of the beta versions.
  12. That's no problem, RL shit obviously comes first. Yes, it's gonna be a new world. The world generation has changed a lot, and there were a LOT of blocks added/ removed, so it's not really feasible to keep the current one. On an unrelated note, I tried readding the Natura Redwoods to the Treecapitator config - lets just say that I went ahead and disabled it again...
  13. I brought the server back up, Garrett and I are working on the new spawn for the new world as I type, so we should be able to move to the new version tomorrow at some point.
  14. I don't really have any specific ideas as far as colors goes, but I was thinking of using some sort of screenshot of the server overlaid with the name/ IP for the main banner image, and then just a small header or two for the rules/ application sections. My artistic abilities start and end at MS Paint stick figures, so go wild with it.
  15. It seems like the general consensus is that we should go ahead with the move to the latest version once it settles down (it seems like 1.3.9 is stable, but we can give it another day just to be safe). Meanwhile I'll take some time with the OP's/ Admins to add some basic stuff (spawn area, plugins, etc) to the test server so we can hit the ground running. Also, since no one ever got around to it last time, I'm gonna stoop to begging again to ask if anyone with some basic artistic ability/ talent (since I have none) wants to take a run at making some headers/ banner images for the main server post. There will be rewards, not limited to but including special shiny titles in game, a free pass to chase me around and beat me with a stick, and the undying gratitude of an artistically ungifted server owner nation.
  16. I do have one comment/ question about the UE mods that are now included - any particular reason why Electric Expansion and Basic Components were/are left out? I realize that the included mods are still functional with the energy storage cubes and universal wiring, so I'm mostly wondering out of curiosity.
  17. Yep, seems to be working fine now, thanks for the quick fix!
  18. Currently getting an issue connecting to my server, apparently I'm missing Chococraft 2.8.4? (didn't want to make yet another thread about the updates)
  19. It looks like the latest build of the pack (1.3.7) HAS readded Mystcraft. I'll keep it enabled like before, but there are going to be some new rules this time around. Specifically, I don't want anyone outside of the OP's or Admins creating new ages without prior permission from me. I'll be disabling the crafting of books for non-OP players as soon as I figure out how, but I'd like people to go by the honor system until then.
  20. I'm beginning to realize that myself, there's no way we'd be able to convert it without massive issues. I was thinking about updating and modifying it myself to add in Railcraft, but RedPower is a no go since it hasn't been updated for 1.5.2 yet. I would almost consider staying at 1.4.7 for it, but given the amount of new content we'd have access to by updating, I'm willing to take the loss. I'll probably throw up a test server for the new version on the other rig so we can tinker around in it before switching over, I'll post the IP once I have it setup.
  21. Since people have asked about updating to 1.3.5, I feel like we should probably talk about it. For those who don't know, the newest version updates to 1.5.2, and adds (to name the big ones) Nether Ores, Galacticraft, Greg's Lighting, Immibis Microblocks, and all of the Universal Electricity mods. However, the update also removes RedPower, IndustrialCraft (and all of its submods, most likely permanently), Railcraft (also likely permanently), Mystcraft, and Logistics Pipes. Personally, I think the added mods more than make up for the lost ones now that their functionality has been replaced in one way or another by other mods, but I'd like to hear everyone else's opinions too.
  22. Lol, don't worry about it, it's really not a big deal. We can always reset the end if people want to kill the dragon again.
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