[1.7.10] LiTCraft [Tech][Magic][Nature]

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Tethlah

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Jul 29, 2019
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BTW, our server info can be found on our website, which is listed in the original post.
 

Tethlah

New Member
Jul 29, 2019
112
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So the server wipe happens tomorrow. Here's how things are going down, at 6am Central I'm going to load all the files for LiTCraft 1.2 instead of the server doing it's normal scheduled reboot, it'll be taken down at that time. I'll make sure everything works and that there are no issues with the transition from development to production server. The server should be ready for people to join sometime between 0630-7000.

A lot of work has gone into this new modpack version. We have removed 8 mods, added 17, and updated another 44. We've also updated forge to the latest stable release, so you'll notice the loading screen is far more informative than it used to be.

Along with the changes to the mod pack, we have done a ton of changes to the mod configs.
  • No more ore gen of multiple types of the same ore.
  • Mining biomes now only spawn in the mining world.
  • Big reactors now uses hardmode recipes and consumes a little more fuel to balance it out.
  • ComputerCraft wireless modems were changed to make the range more realistic based on altitude and weather conditions.
  • Galacticraft uses RF now instead of GJ.
  • Galacticraft bosses have been made more difficult to make fights more interesting.
  • Got rid of taint spread and warp effects in Thaumcraft.
We have also made some changes to our donation teirs to cover the issues with making sure we are abiding by the EULA. No longer will ANY in game benefits be offered to anyone. HOWEVER, we did get rid of Mystcraft and replace it with RFTools. So we have fun to explore dimensions for each tier on Patreon.
  • Donors have a winter wonderland moon that orbits a small planet to explore.
  • Supporters have magical land filled with exotic animals.
  • VIPs have the chaos world of floating islands and multiple suns and planets.
Keep in mind that overworld generation and ores are in these worlds, so you will still have better luck mining in the mining world that everyone has access to rather than the aesthetic exploration worlds.

There is also a new spawn, you'll notice lounges for VIPs, Supporters, and Donors. The player lounge also has the public worlds, which includes a sun world that is forever noon for your various clean energy options (IE, solar, wind, and water) for you to explore. A mining world with higher ore generation that can be reset at any time. This way we no longer need to have massive holes in overworld (overworld oregen is stunted) and we have a world that can be reset at anytime without affecting the rest of the server.

Lot's of fun to be had this weekend guys! Hope everyone enjoys all the work that went into setting this up. I'd like to thank NISagent, Thatguy_2_501, and HexThirteen for they're work in helping me catch the bugs and test config options for making things more fun to play while still adding some longevity to your experience on the server. See you guys tomorrow, have a fun and safe 4th of July and we look forward to having you guys enjoy some independence weekend fun on the server!
 

Kel_Co

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Jul 29, 2019
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I wanted to try and get thaumcraft warp enabled. Apparently it was disabled because some mobs spawned from warp were blowing stuff up. I would like to point out the only thing in thaumcraft that does this is the firebats, which are completely unrelated to warp. I enjoy warp and would like for it to be enabled.
 

Tethlah

New Member
Jul 29, 2019
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What about it do you enjoy? What are the perks of having it enabled vs not?

People were complaining about the negative effects of it, things such as the Eldritch Guardian Hit Squad, blurred vision or blindness at dire moments.

I don't know if they fixed it, but there used to be a runaway effect with the Guardians where servers would lag out because so many of them spawned.
 

Kel_Co

New Member
Jul 29, 2019
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Warp isn't supposed to be good. It's supposed to provide a sense, that as you study darker and darker arts, that it begins to have a toll on your mind. I enjoy this balancing feature, and frankly, warp effects happening at bad moments creates a more interesting challenge. I am pretty sure the Guardian thing is fixed, but the player should have killed them off instead of leaving them there. Warp is MEANT to be negative. That's the point. They should've read the page in the Thaumonomicon dedicated to it. And if it was too much of a problem, there are ways to clear the really bad stuff and a specific command if you want to get rid of it completely.
 

Avatar101

New Member
Jul 29, 2019
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This is by far the most stable/high performance server I have been on in over 5 years. In addition the mod pack is huge, diverse and open to suggestions from any player.
 

123nick

New Member
Jul 29, 2019
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does this mod pack have powerconverters? also, u should add reccurent complex, or ancient warfare or balkons weapon mod or flaxbeard's steam mod(forgot full name). there mightve been a couple more, but im pretty sure u already have open blocks and extra utils.
 

Tethlah

New Member
Jul 29, 2019
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We have most things. As of right now there are no plans to add the mods you suggested, but I'll take a look at them. The next major update will be primarily the addition of Tech and Power mods.

We don't need power converters because we have Mekanisms, the universal power cables have built in conversion from and to any power type. So you can run any type of cabling you want, and just attach a Mekanisms power cable at the unit to convert it. (I often use a universal cable at the generator, run enderio through walls, then another universal cable at the unit for whatever power type I need.

also, u should add reccurent complex, or ancient warfare or balkons weapon mod or flaxbeard's steam mod(forgot full name).

What would you say the additional weapon mods will bring to the pack?
 

Tethlah

New Member
Jul 29, 2019
112
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Also guys, 1.2.5 has been released, be looking for it on the Launcher, you can find the patch notes in the original post.