Poll

-

-
-
-
-
-

Author Topic: Re: Blockville. -The End-  (Read 51026 times)

More or less 5 minutes as i have the mods loaded on the server under a seperate file cause i was using the server to test. The timing would be mainly of when the modpack is finished
I mean when do you think you will start hosting it? A few days?

I mean when do you think you will start hosting it? A few days?
I'm hoping to get it all sorted and have it up this week

If you get the chance, definitely consider adding a mod called Psi to that modpack.

Though, to be fair, it can get pretty OP if the person knows how the mechanics of spell making works.

Either way, if you bring up a modded server, most certainly count me in.

If you get the chance, definitely consider adding a mod called Psi to that modpack.

Though, to be fair, it can get pretty OP if the person knows how the mechanics of spell making works.

Either way, if you bring up a modded server, most certainly count me in.
If you can tell me what's severely op, or could be issues with multiplayer (heavy lag, pvp stuff, ect ect.) that'd be great as i don't have a lot of time to go through every youtube video to see how it is

If you can tell me what's severely op, or could be issues with multiplayer (heavy lag, pvp stuff, ect ect.) that'd be great as i don't have a lot of time to go through every youtube video to see how it is

Towards the mid to late game, you can make spells that can call down lighting strikes (up to like 7 all at once, or a bunch of single ones in very very quick succession), spells that break blocks, including in a radius (if you so desire), that completely negates the use of pickaxes (essentially), spawn explosions of noteworthy size, you can add the ability to teleport foward with a modifiable range that can get you up to like 10 blocks of teleportation give or take with the right loadout instantly and with very little power cost, plus it gives you access to the wither debuff that you can add to the sword in the mod (or any of your spells for that matter). Thats just a few examples of the things you can do.

Basically my point is, if you know what you're doing (and you have the endgame gear), it'll be very powerful.

All of the spells are limited by the stats of the thing you use to cast them, and there's an upper limit on the power you can put into them, so it wouldn't get hilariously OP, but it is seriously worth mentioning all of this before considering it.

Despite all of that, it is a really cool mod, and I'd recommend it anyways because it takes a while to get the materials to actually make the endgame stuff (like several diamonds worth) and it offers a unique play-style and mechanic for smart people to make some pretty dang amazing spells to mess around with.

Towards the mid to late game, you can make spells that can call down lighting strikes (up to like 7 all at once, or a bunch of single ones in very very quick succession), spells that break blocks, including in a radius (if you so desire), that completely negates the use of pickaxes (essentially), spawn explosions of noteworthy size, you can add the ability to teleport foward with a modifiable range that can get you up to like 10 blocks of teleportation give or take with the right loadout instantly and with very little power cost, plus it gives you access to the wither debuff that you can add to the sword in the mod (or any of your spells for that matter). Thats just a few examples of the things you can do.

Basically my point is, if you know what you're doing (and you have the endgame gear), it'll be very powerful.

All of the spells are limited by the stats of the thing you use to cast them, and there's an upper limit on the power you can put into them, so it wouldn't get hilariously OP, but it is seriously worth mentioning all of this before considering it.

Despite all of that, it is a really cool mod, and I'd recommend it anyways because it takes a while to get the materials to actually make the endgame stuff (like several diamonds worth) and it offers a unique play-style and mechanic for smart people to make some pretty dang amazing spells to mess around with.
Interesting, will look into it and see if i can modify config/find mods to disable certain recipes

ey i havent played in a while but im planning to play again, also the mods sound fine so far, but yeah can you please not remove project E please, even if its slightly broken. It's ok if you remove it anyways because i know its kind of broken.

ey i havent played in a while but im planning to play again, also the mods sound fine so far, but yeah can you please not remove project E please, even if its slightly broken. It's ok if you remove it anyways because i know its kind of broken.
There's a few items that can cause a lot of concern, like the lava bucket glove for example. I'm trying to find a way to disable recipes for some of these so i can leave it in.

can you add big reactors, industrial craft, and build craft to the mod list?

can you add big reactors, industrial craft, and build craft to the mod list?
i belive IC2 is too big as he has allready said, and i belive the same goes for big reactors and bc

can you add big reactors, industrial craft, and build craft to the mod list?
All too big, all massively behind on being updated to 1.8.9. Answer is no

Server is more or less ready for modded, just need to get modpack on technic launcher and finish up some things, in the mean time if you want to play modded you'll need to re-apply as I've wiped the whitelist as to have a fresh start, there's also a limit on the amount of players i'm adding to whitelist which is 30. So have fun applying by putting your mc name in the thread or pming me, don't forget we have a discord that you can pm me about.
« Last Edit: April 19, 2016, 11:23:21 PM by TerraFirma »

Sign me up.
Brian_The_Guy


oi sign me back up, im now "LambdaAlphaMuEpsilon", LAME arent i? (sorry)

anyways ill probobly jump on time to time messing around