Tim Miller Posted February 1, 2013 Posted February 1, 2013 Hi, my modpack, entitled commcraft, consists of multiple modules, wach with their own zip, which overwrite one another. I would like to be able to layer zips on top of each other. I know it may seem a bit frivolous, but I would really like it. Thoughts?
Lothos Posted February 1, 2013 Posted February 1, 2013 why dont you simply make your custom zip out of the final layered product? Your method sounds really stupid.
Tim Miller Posted February 1, 2013 Author Posted February 1, 2013 I would like to give players the option to not use all of the modpack, as it can be a bit overwhelming
Lothos Posted February 2, 2013 Posted February 2, 2013 I would like to give players the option to not use all of the modpack, as it can be a bit overwhelming players cannot connect to a server unless they ALL run the exact same mods as the server. So, how are you achieving different setups?
Tim Miller Posted February 2, 2013 Author Posted February 2, 2013 1. I have not made a server, yet. My intention is for servers to say in their thread, "we use this module, this module, and this module." Then, players install which modules they need, possibly in a unique technic pack instance, or through MultiMC, which is what I am currently recommending.
Teraku Posted February 2, 2013 Posted February 2, 2013 1. I have not made a server, yet. My intention is for servers to say in their thread, "we use this module, this module, and this module." Then, players install which modules they need, possibly in a unique technic pack instance, or through MultiMC, which is what I am currently recommending. This is pretty stupid. Custom zips were intended so friends could easily play together and server ops could just give out the custom zip link so people could connect to the server. Just layer them all over each other manually into one end product.
Lothos Posted February 2, 2013 Posted February 2, 2013 1. I have not made a server, yet. My intention is for servers to say in their thread, "we use this module, this module, and this module." Then, players install which modules they need, possibly in a unique technic pack instance, or through MultiMC, which is what I am currently recommending. so, you're wanting to be a host for multiple servers?
Tim Miller Posted February 2, 2013 Author Posted February 2, 2013 Ok, well, if you think it seems stupid, that's fine. Still, I hope they add multiple zip support. In the meantime, I will be trying to get it to work with the FTB launcher I don't intend to host any servers.
Lothos Posted February 2, 2013 Posted February 2, 2013 Ok, well, if you think it seems stupid, that's fine. Still, I hope they add multiple zip support. In the meantime, I will be trying to get it to work with the FTB launcher I don't intend to host any servers. but you said above your plan was to offer servers the ability in their thread to provide their zip/module for the players wanting to play on that server. what other idea should one draw from your post?
Teraku Posted February 2, 2013 Posted February 2, 2013 Yeah, perhaps we could help you if you actually gave us some information.
Tim Miller Posted February 2, 2013 Author Posted February 2, 2013 Ok, there are four modules so far. Core, which is the base. It consists of APIs and a few visual enhancements. Then you have Science&Industry, which requires core. It adds machines and automation, and was inspired by the technic pack and FTB. That kind of thing. Then there is Rails&Transportation, which is the smallest module. It requires Science&Industry and core. It contains methods of movement, using advanced rail and cart systems, as well as a few other ideas that are yet to be implemented. Lastly, there is Fantasy&Adventure, which adds opportunities for exploration, as well as magic. It is mainly inspired by the now deprecated yogbox, and requires core. I liked using both, and often wished that there was some overlap. However, the reason why I have divided it up is because some people I know do not like the automation, while others do not like the magic and exploration. Also, having all of the modules can be a bit stressful for some peoples computers.
Milk Posted February 2, 2013 Posted February 2, 2013 Here's an idea: Assemble a bunch of different packages, each containing a different combination of modules. Example: Pack 1 - Modules 1,3. Pack 2 - Modules 1,2,4. Pack 3 - Modules 2,3,4. And so on. And then just stick all the links to the zips onto the site with descriptions or whatever.
Lothos Posted February 2, 2013 Posted February 2, 2013 again though, a player CANNOT connect to a single server without ALL the mods that server uses. The ONLY way multiple zip support would be supported in that case is INDIVIDUAL server(S). Hence my original question of are you planning to be a multi-server host. As for the client end, one can configure the other 3 custom dropdown choices to be for specfic servers that uses different custom zips.
Tim Miller Posted February 2, 2013 Author Posted February 2, 2013 I will never be a server host. When I release a server version, other people will be able to host servers. I think I will just make a zip with all of the modules compatible for the technic launcher, and, if there never is the multiple zip support, it will just stay that way.
Teraku Posted February 2, 2013 Posted February 2, 2013 I will never be a server host. When I release a server version, other people will be able to host servers. I think I will just make a zip with all of the modules compatible for the technic launcher, and, if there never is the multiple zip support, it will just stay that way. I still don't understand what you want. If you're going to do "modules" like that, then you could just set up a bunch of custom zips containing all the possible combinations. Or have users manually install it.
Tim Miller Posted February 2, 2013 Author Posted February 2, 2013 Each module is installed over the others. Core is installed first, followed by the others. I would like to be able to layer the zips on top of one another, having them extract over each other. That's all. I am only using this system so that people with weaker machines don't have a ton of crap in their game that they have no interest in using
LazDude2012 Posted February 2, 2013 Posted February 2, 2013 Tim Miller: seeing as the Custom ZIPs overwrite already, you should just host each module as a custom ZIP and then have your players use right ZIPs in the right order. :P
Tim Miller Posted February 2, 2013 Author Posted February 2, 2013 Ok, well, I guess that would work. It's just not as clean cut as I would like it. Still, that's a pretty good solution.
LazDude2012 Posted February 3, 2013 Posted February 3, 2013 Well, it's the only solution that works exactly the way you want it to. :P
FreakinRocket Posted February 10, 2013 Posted February 10, 2013 I apologize for advertising. That was not my intention, I was just trying to help other people out with the problem. Once again I am sorry for advertising, and it will not happen again. -FreakinRocket
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