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ULMF Minecraft Server (Address can be found on first post)


lurker

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Re: ULMF Minecraft Server (Address can be found on first post)

I have a bit of a problem, I'm quite retarded when it comes to shit like this and I can't work out how to alter the properties. Any chance you could help me?
Most properties files are as a text file, easy to open via notepad. then it's either on the mod's page or comments in the file will tell ya what settings are what. Usually though, I not personally worked with that creepar mod.
 
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maikochan

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Re: ULMF Minecraft Server (Address can be found on first post)

If it's in .yml format, those can get pretty messed up looking. I hate yaml so much... But there's a yaml parser that does all the proper formatting needed. Just select everything that's in the config file for the plugin and paste it into the left hand side. It'll become much more readable. Then just copy it back.

One more thing about yaml that I hate, you can't use tab spaces. *throws up hands in frustration*

But for the server.properties file, just open that in notepad, most of the entries are self explanatory.
 

SirOni

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Re: ULMF Minecraft Server (Address can be found on first post)

Oh, the AntiCreeper commands end up in the server properties file? I've looked in the AntiCreeper config file and it says it's just an example version.
 
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maikochan

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Re: ULMF Minecraft Server (Address can be found on first post)

No, the anticreeper configurations should be in their own file... I'm honestly running on little sleep right now, so don't know how much help I can be... The plugin configuration files should be in the (minecraft server folder)/plugins/(name of plugin) folder.
 

SirOni

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Re: ULMF Minecraft Server (Address can be found on first post)

Ah okay, I'll check that later then. Went into the appdata/.technicpack folder instead.
 

SirOni

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Re: ULMF Minecraft Server (Address can be found on first post)

I'm getting a communication error with the server.

EDIT: Nevermind, sorted it now.
 

Prinny #471

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Re: ULMF Minecraft Server (Address can be found on first post)

If anyone couldnt connect to the server around 8:41 am BST to 11:14 am BST it was because authentication servers were down, a fix was being worked on for a exploit that let other people log on as others, its all fixed now and theres nothing to worry about.
 

SirOni

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Re: ULMF Minecraft Server (Address can be found on first post)

To those that it concerns; I've put the tekkit server on now so you'll have more time to work on your projects while I'm in work. I will be logged in just to keep shit cloning while no one is online.
 

SirOni

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Re: ULMF Minecraft Server (Address can be found on first post)

Tekkit Server; Mobs are back on however creepers shouldn't spawn any more. If they do let me know.
 
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maikochan

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Re: ULMF Minecraft Server (Address can be found on first post)

I've noticed the server's been getting fewer people on it recently. I've seen Host and Hafnium on it mostly, but I know at least four people (and myself, I have to admit) are spending more time on Oni's tekkit server. Now, I do like tekkit myself, and it does use Bukkit, but I've just been coming up with too many reasons not to switch to tekkit for the official server.

One of the main ones involves Equivalent Exchange. I've seen on Oni's server as well as a friend's it's mainly just a rush to build flowers or suck up oil deposits. After a while, there's no point in gathering resources any more as you can just transmute whatever you need. While it's fun to have that kind of power, it does seem to be... problematic, I think.

The other mods included in tekkit, Industrial Craft, Redpower, Railcraft, and Buildcraft are much less used by comparison, despite being very interesting as well. They just lack the nigh-godmoding of EE (though a full set of Quantum armor and a nano-sword and mining laser are pretty close, you do have to work a lot for them).

So here's an idea: I can switch the server over to tekkit, but disable Equivalent Exchange. Would people be interested in this?

Edit: Oh, and in case people are afraid of losing the storage capabilities of the Alchemical chest, tekkit has new chests that can hold as much if not more than an Alchemical chest.
 
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Aurani

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Re: ULMF Minecraft Server (Address can be found on first post)

I must say I've become terribly spoiled after discovering EE's Divining Rod which makes spelunking so much easier than blindly cutting down blocks, but I suppose an OV Scanner isn't that much of a downgrade. I'm all for it even though I'm not looking forward to the amount of mining one must do on top of all the crafting necessary to make things in IC2, there's always the Quarry from BC ofc.
 
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maikochan

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Re: ULMF Minecraft Server (Address can be found on first post)

And there'll be your fellow minecrafters as well. Since tekkit includes Bukkit, the sign shops and other economy things will still be there. The new items might mess with things like mcmmo and Jobs though. If this does end up happening, that'll be something I'll need to test first.

And yes, I've been spoiled by the divining rod as well...
 

Bartnum

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Re: ULMF Minecraft Server (Address can be found on first post)

They just lack the nigh-godmoding of EE (though a full set of Quantum armor and a nano-sword and mining laser are pretty close, you do have to work a lot for them).
You have to put a lot of work in for the EE stuff as well. Transmuting items does make things easier, but if I'd put as much effort into IC/BC as I have into EE on Oni's server, I'd probably have gotten to at least nano armour plus a saber and mining laser in much less time than it took me to get to the corresponding EE stuff.

Even without EE, I'd rather have Tekkit on the server than mcmmo and jobs, myself. A world reset would probably be necessary to generate the new ores and whatnot, though I don't think we've had the current world for long enough to grow too attached to it.
 

lurker

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Re: ULMF Minecraft Server (Address can be found on first post)

...I dunno. There's just too much of a divide between Tekkit/Non-Tekkit to really uproot everyone from classical minecraft to tekkitcraft. I still say keep the original vanilla, and hope whenever they get the mod API set up that we can set up at least a few of dem mods later.

With that said, I really should start visiting more, derp >_>;
 

SirOni

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Re: ULMF Minecraft Server (Address can be found on first post)

I'm up for it even without the EE stuff.
 

Host

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Re: ULMF Minecraft Server (Address can be found on first post)

I'd be peeved if we loaded Tekkit without EE, simply because I'm using a Disciple of D'Sparil skin and like magic. It would also mean that I'd have access to more powerful equipment to mine out my project (once the worlds are connected again), which gets closer and closer to defeating the purpose of making the project in a multiplayer-survival rather than single player-creative game. It would also severely nerf the value of putting time into certain MCMMO levels: drops for excavation/fishing would no longer stack up in a game with industrial diamons, the weapon skills would be superceded by things like the mining lazer/balkon's weapon mod (if that's in tekkit, I forget), and spending time to do things like mine manually rather than use a quarry in order to take advantage of the double-drops is effectively a waste of time.

...It would, however, give me access to the Microblocks I positively need, which absolutely overrides all other complains I could raise... so yes, go ahead and load Tekkit on the server, with all speed!
 
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SirOni

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Re: ULMF Minecraft Server (Address can be found on first post)

Woah, the worlds are connected again? Time to go reclaim my shit.
 
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maikochan

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Re: ULMF Minecraft Server (Address can be found on first post)

Not quite yet. Give me about... no more than 30 minutes and they'll be up.

As for the issue of mcmmo and Jobs not working with tekkit... it's a possibility, though it's also possible that using things like a mining drill will still count towards Mining. I don't really know.
 

SirOni

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Re: ULMF Minecraft Server (Address can be found on first post)

Skills from mcMMO wouldn't really matter if tekkit was brought in, what with the mid/endgame equipment, and aside from some perks I never really bothered too much with that side of things.

And regards to EE, like Maiko said it's pretty game breaking. All the challenge goes out of the window once you get your first condenser up. Which is pretty easy to get even at the start. What will happen if we do go along with putting in Tekkit? Obviously we'd need a world reset, but what about the other worlds? I don't know about the others but Bart and myself had travelled together a fair ways out to harvest everything we could so we've got a shitload of iron and diamonds, which would act in a similar way to EE in the way that it'll take much of the challenge out of the game again. Sure, this is detrimental to Bart and myself but I'd rather us all be on an equal footing at the start than just pissing all over everyone.
 
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maikochan

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Re: ULMF Minecraft Server (Address can be found on first post)

I'm pretty sure there's a way to limit inventories to worlds, so that if you go to one world, you can't take anything from it back. If I can do that, it might be and idea to keep the old worlds around as sort of museum pieces, and people would be able to play in them as normal, but couldn't carry things over back to the main world.

Any other thoughts on world resets?
 
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