I also want to see my server point acknowledged, having made it like 10 times now without it being responded to, addressed, quoted or mentioned.
Ok:
If a server owner is either unable or unwilling to even consider updating mods, they are not fit to run a server.
Depends.
What I'd *love* is, in single player, alongside "Open to LAN", is "Open to internet". Let me specify a port number, open up, and then my friends connect.
I have decided that being part of a large community of strangers that will grief me is not of interest. I tried those servers. Being repeatedly killed, everything I had stolen -- we even tried setting up a base by swimming to the bottom of the ocean and digging in from there, only to be wiped out -- no, random internet players is not for me. As far as I can tell, you have to be a part of a guild that is able to have at least some 24/7 presence, and there are guilds that can do that.
If I was running a single-player game? Then I might actually have a modified RoC that didn't limit engines to 4. Open to Lan? Open to internet? Forestry is in my pack because one person is an ex beekeeper, another is a genetics student (biology grad student, technically). I just want the wood colors for decorations. None of them want RoC, and I don't really want to breed bees. (The Ex Bee Keeper is a "space player", if you are stuck at home. So breeding the perfect gene sequence is just right for him).
So, I run a server. Target audience is about 5 people. I tried, back in 147, to keep it up to date constantly, and one of my players had trouble installing my update pack (to the point that on two separate occasions, I had to use teamviewer to connect to his computer and update him.)
Ease of "type this code into the launcher and you're done"? Wonderful.
Older, "You can only update once a week/we are behind schedule" difficulty with that system?
The new system of "Anyone can submit a pack, and update it at will"? Should make things so much easier. Of course, that launcher won't even run on my system yet
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Yes, I know that part of the appeal of packs is point and click downloads with no further effort,
But, even if server operators could be expected to update their servers, the practical upshot of that is they would no longer be running a server with FTB pack "X". They would be running some custom pack that would require the users to manually patch their mod lists to match. And the user dropoff there is massive.
Up until the new launcher, I'd agree with you.
With this new launcher, I'd say "Maybe not".
Strictly wait and see.
I use FTB packs as a baseline and then add or remove stuff from there,
Which is fine for single player.
Not so much for groups.
Also, 95% of configs are serverside only.
Last time I checked, minetweaker client-side did not use the server's configs. RfTools, until recently, also had a "client-side wins" behavior.
I think the number of server-side configs are much, much higher than 95%. But I think the number of "these are mods that people want to use" may be lower than 95. I don't know.
I do know that I ship customized configs to my players. Because I have not tested my changes against the defaults. Which makes me wonder -- I know item configs are sent from the server to the client, but biome ID's are supposed to be fixed/static -- if, for example, my client config said "Firefly forest is 42", or "Rainbow biome is 55", and the server thought it was something else, what would my client display look like?
As I said: I never tested, I also shipped configs to my players. Back in 147, it was required.
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As much as my target audience is just a few people, I have a secondary target audience. I'd love to have other people play this pack, on their own. I am going to great effort to customize things, to make what I think will be a more enjoyable game, and I'd like others to enjoy that.
My Jampack 2 submission is basically an early test of some of those ideas. (Ok, not the restricted overworld resources -- that's strictly for jampack.)