If you know what you're doing, you've my supportThen if no one is here top organize it. I know 2 Friends who can help me with a server and Ill help them get the mods then tell all my friends who have youtube. If any one would like to help me please say so
I think mekanism is quite unbalanced. You only need 2 diamonds and 2 obsidian plus an easy to craft and power machine to two shot any unarmoured foes, and with osmium armour they're in for a hard time
some mods are totally unnecessary, like armour stands, it makes the modpack only heavier and for good purpose. And making a light modpack (or as light as possible), will reduce the changes of major problems and lag.
And about the world generation: maybe we should reduce the amount of ores. (and only one type of each, so no 4 types of copper ore). To make it more interesting we could make a portal to mystcraft age with a lot of ores, as an addition to the regular ores in the overworld. We put the portal near centre, but all teams know it and it will be a huge risk going there, and a timer that you can stay in the age for half an hour, so people could be waiting near it.
another idea is to put certain ores in certain parts of the map, so teams get different resources and might need to change their plans, and that could result in a more interesting game
Ah I wasn't quite clear what I meant, I see. I only used the ores as an example of resources. it could be anything, for example only 5 rubber trees in the map, so in the rare case you would do any thing with IC² (unlikely) or mfr (unlikely) you would need the rubber, but when you plan for doing it,but you can't get the rubber, you need to resort to plan b or c, and i think that that would increase the game for viewers. Another example: replace all underground lavalakes with some brown (useless) stuff, all but those near centre, so when people need lava the would need to go to the centre, so either take the risk and continue with your plan or change the plan and surprise the audience (and opposition). Both could make for some more interesting game playI completely agree. I was seeing how it would work out with the few utilities it has even if they'd have the recipes changed via minetweaker. It doesn't seem to fit in with the rest of the pack in general though.
I also agree with this, I'm hoping to be able to keep the modpack with as few mods as possible so am just trying out several possibilities to see what mods might have the same features and which would be more appropriate.
For example, Applied Energistics, Factorization and Metallurgy all add very-early game (cobble-iron level) ore duplication mechanics, although after looking through Curseforge for a long while it seems "Actually Additions" adds one too, as well as a couple of other utilities that would be useful for UHC, without any other clutter.
I'm not quite sure if MystCraft ages would be a great idea - people will be playing for a limited time anyway so why not just make ores spawn in the overworld if anywhere?
With a bit of tweaking I'm not sure any more overworld ores would even be needed other than tin, copper, and possibly aluminium. Inventory clutter is already a problem in vanilla, and that won't get any easier with mods.
As for only putting certain ores in certain parts of the maps, I'm not sure how well that would work out considering UHC maps are often limited to a small size so not all biomes will be around, but ontop of that there isn't really a need for any more ores so it's kinda useless.
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I play UHC a lot and have found an End dungeon. Is that normally in the game and if so could I make it to where it spawns near the middle?
Does anyone know some good programs with editing mods?
Im making and testing the modpack now
How come no one has mentioned optifine in modpack lists?
Hopefully soon I have to find a seed and find another server owner. possibly since I didnt want to be friends with a server owner that hax.So, is there going to actually be a tournament? This is a idea I have been waiting for years to come to the surface.
Hmm, maybe spice of life + pam's harvestcraft should be in this. It's not like the rounds won't be long enough so that you have to make a bunch of farms. With natura berrys, easy to get vanilla things like apples, which can be juiced, pumpkin pie, meats, as well as mutton because of Pam's, as well as a bunch of easy to get pam's stuff like stock, grilled mushroom, toast, burgers, loaded potatoes. Theres so many options I think you'd be able to last the round without starving. So yeah, add that
I think sticking w/ vanilla biomes in the easiest, because its more familiar.
Something much better than Mystcraft for a "resource location" would be RfTools.
RfTools dimensions are about as flexible as mystcraft, but they have one nice feature for this: the RfDims have a built-in time limit, and if you stay in there too long, you die when the power runs out.
Further, in a short period of time, while you _could_ make another access device, there's a very good chance that you won't be able to -- so there's a single choke point. And if you've ever read some good SciFi (ahem "The Mote in God's Eye" / "The Gripping Hand"), you'll realize that you can fight your blockade/choke point on either side of the device. The first through can fight off intruders, but even those have to be careful trying to come home.
Which mod is the one where you use pylons and can move areas around,Applied energestics?
Would the 'You will die' mod be good?
I'm not even sure why we're discussing a server yet, to be honest. We can do nothing about a server without knowing what mods we have, how many players there'll be in that first tournament, how much RAM we'll need to keep everything running smoothly for the players with that many mods, if we'll need to set the server up to be reused (and if that'd be automatic or not so anyone can join in), etc. There's a lot of other things to organise before we need to even discuss a server.Okay I see a problem forming here:
we are talking about different things (different aspects) which all relate, but shouldn't be discussed in a single conversation. We should probably set up some more threads, one about the modpack, one about the server, one about this, one about that, etc. So now the question is: how?
I don't really see a problem with it all being in one thread for now. Even if we're talking about slightly different things it's all related to MUHC and there's only been one page of posts here in the past week anyway, it's easy enough to keep track of.1) should I make more threads all named similar ("MUHC - mods", "MUHC - Server", etc.) (and I, because it will be more easily recognized since I don't make any other threads, so where my avatar is, is MUHC).
I can't see a subreddit being active or useful right now, I think we need to just get things off the ground to begin with.2) Should we make a subreddit (although i doubt that everyone here knows how to reddit),
Again, I don't see the use of a board to discuss things that can be covered in a single thread.3) should we ask the admin/moderators here to add a subforum for MUHC,
This would be an option at some point, but only if things take off really well. I don't think the MUHC community even if it goes insanely well would get bigger than a need for a subreddit.4) should we move to another site, dedicated to MUHC (which i could setup in a two or three days, but everyone who potentially wanted to discuss something about MUHC would need to make an account and that just seems like an hassle to me).
5) Stick with this for now.5) something else?