I've heard that the FTB server is being reset for Cage Industries. If so, screw you too Cage Industries!
Hey, the CEO did not ask for it to be reset. Some of my employees requested it. We should probably have an open discussion about the reset if it is indeed happening.
ahem I'll add you to the conversation I had with the other members on FTB. May I say that we are not selfish, I had asked for the consent of the other players on the server before stating that there could be a reset coming.
Fine, but can we get bases transferred over? or the player.dat files? So we have storage for important items?
GingerSwan No and no. Moving builds would require world edit to not fail miserably with modded blocks, or 2 servers, generating a new world, downloading both worlds, and trying to mcedit sections from one map to another. Each player file would need to be downloaded and manually modified to be at safe coordinates in the correct world. All of that aside, I'm changing a large amount of things in the config and removing mods. This mainly is due to balance, as I'm trying to make end-game items take a while to reach. This means players will have a different experience getting back to their old tech level, and may need to use different mods to speed up progression.
Resets are a fact of life with FTB / Tekkit / etc. It happens every so often when 99% of the player population has hit endgame, is bored because they have progressed through most of the tech trees, and wants things reset. I used to have big issues with it (trust me I hate losing stuff), but I've noticed that it brings the fun back to the game when a reset happens. My goal this time is to not just progress through bees as I usually do, but focus more on the rest of forestry, particularly tree breeding earlier so that I keep up with quality seed oil production before I have a million bees. I also want to setup an overflow system so if my DNA storage is full I just recycle bees or trash them or whatever. Plus we will have EnderIO conduits and Liquid storage drives from the beginning this time. It will change how we play and progress.
All this thread had accomplished is gaanger likes to complain. Can this be locked before anything else comes from it?
Going to unlock this thread in the hopes of a little more positive and productive discussion. Erik has setup a pack based on our previous setup. It runs off Monster 1.1.2 with the addition of Gregtech and the subtraction of a few mods. I'd like to see what everyone thinks. Disabled Mods Agriculture Better Storage Blood Magic Denpipes (denlib, emerald, forestry, etc.) Dye Trees Dynamic Tanks Emasher Resource Ender Net Engineers Toolbox EnhancedPortals ExpandedRedstone Factorization GasCraft GateCopy HopperDuctsMod Mariculture MeteorCraft Mimicry qCraft RandomThings Reliquary RemoteIO Switches TorchLevers What do you think of this list? Personally, I think there are some mods in here that should be re-enabled including, but not exclusive to, Agriculture, Blood Magic, Mariculture, and TorchLevers. Dynamic Tanks, MeteorCraft, Reliquary, and Mimicry should of course be disabled because of their extreme ridiculousness. However, this is your all's decision. Let us know what you wish to keep and don't. Want to have Better Storage? Rather not have Advanced Genetics or ElectriCraft? Want another mod that isn't included in Monster Pack by default? Please share your thoughts down below. Another though, what do you all think about Mystcraft? Favor of keeping or disabling it? Want to expand the number of resources/pages you can find? We'll have the server up and running in a couple of days based on what you all decide you want your FTB experience to be about.
Blood magic and qcraft should be enabled. I personally like mimicry, but i can see why its disabled. The others, take em or leave em idc