Banner

Banner

Thursday, January 22, 2015

Pack Update 4.1

Hello!

The links in the sidebar are now current with the 4.1 update.

This update should help improve server performance as well as individual FPS for those of you who have had trouble with it. The visual/sound FX that were disabled are all re-enable-able in your own config. The released downloads will always match the server.

This will change your keybinds, so be prepared to reset them to whatever you want if you changed them from what was given originally. To apply update, backup then delete the config folder and the mods folder in your instance directory. Then add the new downloads. 

Changelog:

  • Update Thaumic Tinkerer to version 2.5-1.7.10-440 to resolve crash caused by osmotic enchanter.
  • Updated Tinker's Construct to 1.8.2 to resolve some bugs (and hopefully the TE-specific metal tools not being repairable). Actually forgot this one, so it will go in the next update.
  • Turned off graphic/sound FX for the following mods: TE, EIO, Forestry, Gendustry, Railcraft, Botania, Extra Utilities, Mekanism, ProjectRed, Thaumcraft
  • Adjusted Blood Magic LP HUD. 
  • Turned off mob name dumping in EIO as it is no longer needed.
  • Enabled Big Reactors graphite coal/charcoal crafting recipes.
  • Increased EIO travel anchor distance from 48 to 64.
  • Disabled all TF biome pages for MystCraft because they cause crashes (like the one M was in).
  • Reduced max number of entities a soul cage can spawn from 80 to 50.
  • Tried to remove Colourful Portals mod, could not. Just don't use them please. I will find a way to get rid of this thing. 
  • Disabled Natura clouds - they will no longer generate in new chunks or myst ages. 
  • Disabled taint spread completely.
  • Increased TC golem tick check from 5 to 10.
  • Reduced TC notifications from 15 to 8.
  • Moved wand dial display to bottom left (client-side option - you can change it if you like).
  • Updated pack version on title screen.
  • Added RS Arsenal 1.1.0RC1-19

Monday, January 19, 2015

Attempting to fix lag

Please update your config file by deleting the one you have, and replacing it with this one.

Monday, January 12, 2015

Ender Storage and Portal Codes

Hello!

With many new players, I feel it's necessary we start keeping track of the color codes people have chosen.

Usually, white codes are reserved for server use. For example, the white-white-white coded ender chest is reserved for inter-server trading. The white-white-white ender tank is for public lava. (Not white, but blue-blue-blue is usually set up for public water.)

With Enhanced Portals mod, any location code beginning with DIAMOND is reserved for the server.


For ender storage, people choose a color and each code that begins with that color belongs to that person. I'll put a link to this post in the sidebar for reference.

Ender storage beginning with the following colors belong to these people:
Pink: ETL
Purple:
Red:
Blue:
Green:
Grey: Gabe
Black: SeriousYes
Orange: JLohman711
Brown:
White: Server
Lime:
Light Blue:
Light Grey: wgeurts
Cyan:cinnanexus
Yellow:
Magenta:

Colors can be shared by selecting a second color for the second spot.


Enhanced Portal codes beginning with the following items belong to these people:


Nether star: Gabe/Osota
Diamond: Server
Emerald:
Ruby: ETL
Eye of ender: wguerts
Glowstone dust:
Redstone dust:
Iron ingot:
Coal:
Gold nugget:
Blaze powder: SeriousYes
Fire charge: jmj3000
Firework:
Magma cream:
Slimeball:
Netherwart:
Ghast tear:
Bottle o' enchanting:
Cake:
Golden carrot: cinnanexus
Glistening melon:
Cookie:
Golden apple:
Pumpkin pie:
Creeper head:
Horse armor: Archreplicator
Nametag:

Sunday, January 11, 2015

ScumPack 4.0 is LIVE!

The new modpack for Minecraft 1.7.10 is ready and loaded on a 4 GB server. The SP3 world will be uploaded sometime this week so you can download it.

The server info in the sidebar on the right of the page has been updated. Follow the instructions in the installation post to set up your SP4 instance. Come to the IRC (webchat.esper.net #mafiacraft) if you need help. 

Some notes:
- EiraIRC is not functioning properly just yet. IRC is muted to the in-game chat. Blay09 is working on it and said he's going to post an update later today. This means if you go to the IRC, people in the game will not see what you are saying, for now. This is now fixed! :D

- Just a reminder about MystCraft ages: as we have in the past, players may only have 3 ages at a time. I will be deleting unregistered ages on Sundays, so if you have one that you want to keep, please let me know the age number. Other ages you make that you don't want to keep can be deleted automatically. Just throw the linking book in lava or an Extra Utilities trash can and it will be taken care of. 

Other than that, we're good to go. Have fun!

Thursday, January 8, 2015

Test server back online

After a blip due to running out of space, the test server is back with the following changes to the pack:

- Removed Sanguimancy
- Added Pam's HarvestCraft (see doc for link to download)

You do not need a new config file at this time.

Sunday, January 4, 2015

SP4 Test Server

A test server is available!

Download the pack linked in the doc. REMOVE EiraIRC!

Test server IP 162.223.8.203:25569
(Everyone should be in creative when they join - spawn stuff in and do your best to break things!)

Now with 100% more Dynmap!

Wednesday, December 31, 2014

Installation guide finally updated!

MultiMC has been updated for a while now, making our installation instructions pretty outdated. Plus they weren't very clear to begin with. I've finally updated the post and even added some snazzy screenshots ;)


This should make it much easier for new players to get started with less headache.

Test Pack Download

You can download a copy of the instance from the modlist tab of the doc.

Some things to note:
- The EiraIRC nick name needs to be updated. To do this, press the I key while in the game. Select the esper.net server, click Edit, and change the Nick from "SPtester" to your player name (or something like that).

- This is a copy of my whole instance, which includes instance settings. Create a new 1.7.10 instance in MultiMC and drop the contents of the zip file into the instance folder. Let it append/overwrite.

- Since it is a copy of my instance, it also contains a test world I've been messing around in. Check the waypoints for goodies. :)

- This copy still contains The Camping Mod as it was removed from the list after I packed this one up. This mod crashes when you place tents and hemp. Sleeping bags are ok. This mod will not be in the final pack due to these bugs.


Please do your best to crash the game! And then let me know how you did it. :) This will help me figure out what might possibly go wrong before it does. Also make note of anything you find that you like/don't like, including problems with world generation, missing items/textures, etc.

Thanks!

Tuesday, December 30, 2014

Biome selection

Hey all!

We're including Biomes O' Plenty again. Take a look at this album to see a screenshot and short description of each biome type. I've started a list of "biomes to disable" on the modpack document. Please let me know in some form - forum PM, sitechat, IRC, email, blog comment, ESP, carrier pigeon, etc. - which biomes you DEFINITELY DO NOT WANT. Feel free to let me know one or two you absolutely must have as well, in case there's a conflict somewhere.

Thanks!

Wednesday, December 24, 2014

Work has begun on SP4 for Minecraft 1.7.10!

Yay! I am starting to put the list together for our update to 1.7.10, ScumPack 4.0.

This process includes:
1) Obtaining and reviewing suggestions from active players. This doesn't mean I accept or decline things based on what I like or want. I will look into current bugs, integration, documentation, planned updates, and then test it all with what we have. Another factor is if it creates a redundancy with another mod - for instance, Redstone Arsenal offers RF "chargeable" tools; well, so does Tinker's and Mekanism. At the time of this posting, we are currently between this step and step 2. This can take up to a month or more as I watch videos about the mods and research them. We're almost through this step.

2) First draft list of mods. I'll put together an initial list of "wants", refining the list and fleshing it out with links, videos if available/necessary, version info, etc. Once I decide to sit down and do this, it will usually take me a couple of weeks to complete this.

3) Testing in SSP. This means I'm going to put the first list all together and see if it even runs and what kind of issues I run into. Fix and repeat. ID conflicts get resolved somewhere in here. As time allows, this will take a week or two.

5) Review/update to second draft. I'll review the list again for redundancies and trim (since new mods often get adding in the last couple steps as people come up with more suggestions). The idea here is to have a pack that isn't totally obese, and still has some of our favorites as well as new things to play with. A fat pack is difficult to run - not everyone has a gaming beast. :P This is more of an overall thing that happens throughout the creation of the pack.

6) Beta pack on test server. Ideally, I'd like to spend a week where we have some good traffic just messing around with things and trying to break it. Then I'll fix whatever goes wrong. At this point, no more new mods will be added to the list. Should take a week to two weeks for us to complete this.

7) CONFIG REVIEW! I'll go through every single config file and make sure the ores are generating properly (so we dont have 20 different coppers in the world, or a million stacks of coal and no iron, etc), interactions are set, version checking is turned off, known problems are fixed (like RC hidden block), server preferences (no XP for elevators, no power for anchors, etc), and so on. This step takes at least a full weekend for me to get through, or up to a week to two weeks, as my schedule allows.

8) Final testing stage. Maybe get it back on the test server to check any issues that were discovered. This should only take a day or so.

So, all in all, from this point, we're looking at the very soonest, one month, and at the latest, two months to get our 1.7 pack finished and launched.

I hope you're all as excited as I am to play with all the new 1.7 features these guys have added to their mods. Don't forget to bookmark the SP4 Google Docs spreadsheet - this is where you can add your ideas and you'll see the progress on the pack first hand!