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Old 22nd January 2013, 07:54 AM   #11 (permalink)
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Quote:
Originally Posted by DaedalusAlpha View Post
Right, I knew I had read it, but I couldn't find it reading the first post again
thats cause it as in the third post. it's how we roll!
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Old 23rd January 2013, 10:39 AM   #12 (permalink)
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Question: What happens to our existing link books when the new world is generated? (credit to Daed)
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Old 23rd January 2013, 10:45 AM   #13 (permalink)
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Well, that will depend. I'd not try to use them, as, even if the new Myst world has the same world ID as the previous one, there's no guarantee that the co-ordinates the book links to are in a clear spot. It could be a fatal distance above the ground, as well.
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Old 23rd January 2013, 10:53 AM   #14 (permalink)
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The Myst world will be removed and later replaced so any link book using that will be invalid (new dimension number etc). If the city is moved, links to your city plot will be invalid due to the new location. Likewise, links to the Nether or End may be invalid as they will be regenerated.

The city is the only part of the test world that we are trying to save.

I also recommend that you all empty your inventory into a chest at your city plot by the end of Friday. For new players, we will make a series of chests at spawn. Most players will start on Saturday at the spawn for the new Mindcrack world with an empty inventory.

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Old 23rd January 2013, 04:37 PM   #15 (permalink)
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That leads to the next question. Since it seems to have been under discussion in the other thread, are the mods used going to be tweaked, such as removing xycraft?
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Old 23rd January 2013, 06:59 PM   #16 (permalink)
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That leads to the next question. Since it seems to have been under discussion in the other thread, are the mods used going to be tweaked, such as removing xycraft?
Yes. For now we are only worrying about what not to include from the mod pack. It shouldn't affect what you as players install.

The only non-standard Mindcrack mod we are including is Mystcraft primarily so you can use link books. In the future we may consider adding other mods for a variety of reasons but we don't want any discussion on that at the moment. Let us just worry about getting the initial server up and running.

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Old 24th January 2013, 12:33 PM   #17 (permalink)
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" Let us just worry about getting the initial server up and running."

Hear hear!
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Old 24th January 2013, 03:35 PM   #18 (permalink)
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Added world times to the opening post
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Old 24th January 2013, 03:37 PM   #19 (permalink)
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Added world times to the opening post
Thanks for that.
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Old 24th January 2013, 05:58 PM   #20 (permalink)
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Thanks for that.
Seconded.

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