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Old 25th January 2013, 12:23 AM   #21 (permalink)
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Okay, the new rules for the Mindcrack world and server are posted in the second post of this thread (http://www.theoldergamers.com/forum/...ml#post3756761). While we encourage people to continue building in the city, we ask that you lessen the amount of machinery and automated processing that you use, simply because the proximity of people's mechanisms all intensify the lag.

You are free to journey within the land outside the city walls and build there but need to stay within the unmarked border. For now, the rectangular border is set at 3000 blocks from (0,0). This means that -3000 < x < 3000 and -3000 < z < 3000. Pay attention to the coordinates given on your minimap. We do not have a mod to tell you when you have reached the border. Players who don't follow this rule may be disciplined.

We also are phasing out crystal chests due to their contribution to lag. From now until the end of Sunday, if you present a crystal chest to a moderator, they will give you a replacement diamond chest for free. What a bargain!

Finally, we will be removing a few of the other items from the Mindcrack mod pack and introducing a few new ones. The mods removed will be:
  • Xycraft
  • Soul Shards
  • Portal Gun (but will try to keep the boots if possible)
  • VoxelMenu
Various settings will be changed to make some items and resources harder and easier to obtain. I'm afraid you'll have to wait and see what those are.

The new features will come from a few new Forge mods that aren't part of the Mindcrack mod pack. While initially we were going to delay introducing these, we actually have been testing them for a couple of weeks and believe they will both improve the performance of the server and enhance your game play. They are:
  • Mystcraft (which you knew about)
  • Additional pipes (so you can teleport items from one pipe to another)
  • Mo's creatures (so you have new animals to hunt, kill and/or ride)
The instructions on how to install the mod pack and these additional mods are all outlined in http://www.theoldergamers.com/forum/...ck-server.html. The last two mods will not be added until Saturday, but you will not be able to join the new server without them.

Hope to see lots of you on Saturday 5pm AEDST.

Sorontar
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Last edited by Sorontar; 25th January 2013 at 02:10 PM. Reason: apply->able, server -> new server
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Old 25th January 2013, 01:11 AM   #22 (permalink)
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This has just ramped my excitement to 12! (Out of 10)

Especially the advance pipes! Woo Hoo!! Bring on Saturday!
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Old 25th January 2013, 01:52 AM   #23 (permalink)
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Good stuff

Quote:
Originally Posted by Sorontar View Post
The last two mods will not be added until Saturday, but you will not be apply to join the server without them.
I think you meant ...be able to join... ?

On a related note, what happens if you have mods active that the server doesn't want you to use (like those that are now disabled but come with mindcrack as standard)? Are they simply silently unloaded?

Edit: Clarification on this if I may;
Quarries, mining turtles, excavating fillers or equivalent automated mining tools and nuclear power stations cannot be used within the city.
Point out that I would want to dig out a new room under my plot but want to use a turtle or filler to do the job (while supervised by me of course), would that be allowed?
Ie, it's not for the purpose of gathering materials but rather to clear out a volume and it is therefore limited in time and volume (only happens once and takes what? 15 minutes?).

Edit2: More questions
If you are not playing, then machines must be deactivated, including turtles,fillers and quarries.
Could it not be argued that if your plot is far away from spawn or any other area where there are other players, then it will be automatically shut down once you log out and the chunks unload? Ie. you don't have to turn machines off manually, they get de facto turned off by you leaving (except quarries of course, as they keep chunks loaded). Sure another player might go past from time to time, but if it happens it happens.

Also related; would it be allowed for a quarry to run for a short while after you've left? I'm thinking if it's hooked up to a small buffer that gets emptied (perhaps via teleport pipe with overflow protection) while you're logged in, but fills up once you leave (as the destination now is an unloaded chunk) and eventually gets full and turns the quarry off.

Finally; are ender chests activated this time? They are safer to use than teleport pipes when it comes to overflow.
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Last edited by DaedalusAlpha; 25th January 2013 at 02:20 AM.
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Old 25th January 2013, 02:17 AM   #24 (permalink)
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Quote:
Originally Posted by DaedalusAlpha View Post
Good stuff
I think you meant ...be able to join... ?
Thanks. Correction made.

Quote:
On a related note, what happens if you have mods active that the server doesn't want you to use (like those that are now disabled but come with mindcrack as standard)? Are they simply silently unloaded?
The client mods should be ignored by the server.

Quote:
Edit: Clarification on this if I may;
Quarries, mining turtles, excavating fillers or equivalent automated mining tools and nuclear power stations cannot be used within the city.
Point out that I would want to dig out a new room under my plot but want to use a turtle or filler to do the job (while supervised by me of course), would that be allowed?
Ie, it's not for the purpose of gathering materials but rather to clear out a volume and it is therefore limited in time and volume (only happens once and takes what? 15 minutes?).
If it is a small room, you can manually clear it out in reasonable time and resources. So no, you can't use automated miners for that. You can use (carefully) mining lasers or other tools.

Sorontar
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Old 25th January 2013, 02:44 AM   #25 (permalink)
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Quote:
Originally Posted by DaedalusAlpha View Post
If you are not playing, then machines must be deactivated, including turtles,fillers and quarries.
Could it not be argued that if your plot is far away from spawn or any other area where there are other players, then it will be automatically shut down once you log out and the chunks unload? Ie. you don't have to turn machines off manually, they get de facto turned off by you leaving (except quarries of course, as they keep chunks loaded). Sure another player might go past from time to time, but if it happens it happens.
You could argue a lot for specific circumstances but we are trying to make rules which are simple and help the server so everyone can enjoy this mod-heavy server. We don't mind people making mechanical means to help them mine etc. That is part of the features offered by this mod pack. However, we feel that players should be responsible and only use them when they are playing. Think of it being like turning the lights out when you leave the room in real-life.

Quote:
Also related; would it be allowed for a quarry to run for a short while after you've left? I'm thinking if it's hooked up to a small buffer that gets emptied (perhaps via teleport pipe with overflow protection) while you're logged in, but fills up once you leave (as the destination now is an unloaded chunk) and eventually gets full and turns the quarry off.
The quarry is the machine that does the digging. What is done with the resources after that depends on what you have linked it to. If you are leaving the game, you need to switch the quarry off/disconnect it from power. If your piping then runs the resources through various machines
and further steps of processing and sorting, we ask that you design it responsibly so that there won't be excessive numbers of pipes and that the resources will be stored rather than left in pipes when you leave as the processing should also be able to be turned off. Again, think of this as being like not leaving the oven on after dinner.
Quote:
Finally; are ender chests activated this time? They are safer to use than teleport pipes when it comes to overflow.
So far we have not had problems with enderchests. They are presently usable in the FTB world/Mindcrack server.

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Old 25th January 2013, 03:36 AM   #26 (permalink)
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Quote:
Originally Posted by Sorontar View Post
Again, think of this as being like not leaving the oven on after dinner.
I prefer to see most of my machines to be on a timer (like you could have on your coffee machine) because I know I'm bound to forget turning stuff off when I leave otherwise. This is of course not for everyone, but I like to build advanced systems.

For this reason I want to automate activation and deactivation of machines, but in some cases that automation can not be made to stop the exact moment I leave. Therefore I would prefer a leniency in the rules to the effect that, yes the machines are 100% guaranteed to be utterly and completely stopped "within a reasonable time after leaving", but I can not guarantee they will stop the exact second I leave (and who can really? with items already in transfer and so on).
If that is required you will have to accept me forgetting to turn the switch off entirely from time to time which in my eyes is worse (what if I was gone for a week after that?).

A lamp connected to a switch is good, but a lamp connected to a motion sensor is fool-proof (and is also usually more energy efficient, despite it keeping the light on for a couple of minutes after you leave).
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Old 25th January 2013, 07:44 AM   #27 (permalink)
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Actually an auto off method is far from fool proof, it relies on many variables working perfectly, which in the real world, minecraft world, and even in theory never happens.

yes but a manual switch with a timer safety is fool proof, ish,.

Daed the rules are the rules, they have to be followed, if the rules are broken, then the mods will do what they feel is best, even to the point of deactivating machines etc in order to switch them off, and yes damage may occur.

There is no spirit of the rules here, there is the rules, these are specifically chosen to try and help the server cope. if you need clarification ask, but there are no loop holes and rule breaking will be taken seriously, we need to look after all who use the server, as such we cannot permit something for one based on skill, and not for someone else as we deem them less skilled.
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Old 25th January 2013, 01:42 PM   #28 (permalink)
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Quote:
Originally Posted by Sorontar View Post
Will use the FTB Mindcrack client plus the following client mods
  • Mystcraft
  • Mo's Creatures
  • Additional Pipes
Sorontar
Will there be any version numbers or links to these mods available closer to the switch over? (just want to make sure I've got the right stuff)

Thanks
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Old 25th January 2013, 02:02 PM   #29 (permalink)
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Follow the instructions that Obsi put up on http://www.theoldergamers.com/forum/...ck-server.html . If we change versions, we will change those links and tell you.

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Old 25th January 2013, 02:02 PM   #30 (permalink)
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I knew the info would be somewhere, sorry for missing it. Thanks
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