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(PHCC)Minecraft server

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Moodyman90
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Post by Admiral Stoic Rum Tue Nov 06, 2012 10:59 pm

damn I forgot all the router programming I learned, not that it would help since it was for cisco certified networking associate...
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Post by Cptadder Wed Nov 07, 2012 12:44 am

Admiral Stoic Rum wrote:damn I forgot all the router programming I learned, not that it would help since it was for cisco certified networking associate...
No my cisco training is also worthless for a Westell router, Cisco as I have observed is a bitch and does everything it's own way independent of the other 90% of the industry.
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Post by Admiral Stoic Rum Wed Nov 07, 2012 4:35 am

cisco routers are most widely used in the corporate and non residential sectors if I am not mistaken. I mean what home resident would pay out the ass for a cisco router when there is that cheaper on right next to it... nextel? hlls yeah... (derped)
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Post by CannonFodder Thu Nov 08, 2012 2:34 am

I take it the server is still down?

I can wait. By the way for those of you that play the server are any mods installed? Do I need to install anything?

I used to play minecraft all the time and the last server I played I built a entire continent and cities without cheats. I kinda got bored with the server cause I was pretty much the only person doing anything on a large scale.

I'm wanting to join on the server cause I was playing tekkit for like the last month, but I've pretty much done everything you can possibly imagine in the mod.
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Post by Harmony Ltd. Thu Nov 08, 2012 8:22 am

Rejoice !

The FTB modpack is upon us, and is scheduled to rapture us this saturday !

fyi, CF, that's the modpack we've been planning to use on the server once it gets released.
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Post by Valikdu Thu Nov 08, 2012 8:39 am

Then I'll come and construct pylons. And ziggurats.
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Post by Necr0maNceR Thu Nov 08, 2012 11:09 am

Wow! I thought it would take at least a month or more to be finished. I guess we have two things to be exited for this saturday!

And by the way, I believe Equivalent exchange 3 has actually being nerfed to some degree, but it also isn't in the initial release, so we don't really need to worry about that right now.

Unfortunately, Red Power 2 and Thaumcraft 3 are not completed yet and aren't a part of the initial release.

Here's the list of mods included in the initial release, btw:

Industrial Craft 2
Twilight Forest
Forestry
Mystcraft
Railcraft
Buildcraft
ComputerCraft
Greg tech
Thermal Expansion
Factorization
StevesCarts
MFFS
ExtraBiomesXL
IC2 Nuclear control
Rei's minimap
Advanced machines
Iron Chest
Ender Storage
Advanced solar panels
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Post by IncoherentOrange Thu Nov 08, 2012 1:39 pm

I'm gonna build a solar-powered macerator farm! Like old times, for me.
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Post by Harmony Ltd. Thu Nov 08, 2012 2:03 pm

There was talks of building Somberville's Industrial District next to the Stable tech building.


I'm going to start by building the City's powerplant using Railcraft's new Steam engines (for BC MinecraftJoules) and Steam Turbines (for IC²'s Energy Units), and it will be plugged directly into the biofuel refinery, that will be fed by a slightly modified and industrialized version of Adder's wheat farm.


It's going to be glorious.
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Post by CannonFodder Thu Nov 08, 2012 2:18 pm

Necr0maNceR wrote:And by the way, I believe Equivalent exchange 3 has actually being nerfed to some degree, but it also isn't in the initial release, so we don't really need to worry about that right now.
Aww, I was going to build self sufficient stable reactors out the wazoo.


Anyways on the topic of power the city how do you folks want to do it? In teams? Aboveground or hidden away? Having it aboveground make look bad, but it would make rewiring far easier.

This is going to be so much easier once equivalent exchange comes out for the modpack though.
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Post by Harmony Ltd. Thu Nov 08, 2012 2:33 pm

My plan is to have cables be in underground galleries, between building.


We needed to build a Hoofington-style "sewer system" anyway   (PHCC)Minecraft server - Page 8 2113965524


My plan is to convert the steam power from the steam boilers into EU, stock it into a bank of MFSUs, and to distribute to each building a line of Glass Fibre Cabling (512 EU/tick). We got the diamonds to spare. The EUs will then be able to be converted to MJ as needed with Forestry's electrical engines.


I'll have to test the idea into single player first, though - I don't know anyone who's done something similar, and that'd be a lot of resources to spend so I'd better be sure it's worth it.



Also, I was going to build some nuclear reactors deep underground the Stable Tech building, for... emergency power shall we say.

It's going to be several super-safe design reactors (designed so there is literally no risk of it ever blowing up), coupled to a re-enrichment reactor. To extend the fuel's lifecycle to its maximum.
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Post by Necr0maNceR Thu Nov 08, 2012 2:42 pm

I believe there was discussion about leaving the overworld unmodded, and doing mod related stuff in mystcraft worlds. Of course, given the fact that several structures in Somberville were built with the intention of mods later being used, and the fact that people would more than likely abandon the overworld if mods weren't allowed there, then it seems likely such a rule won't be made. We should still try to keep our strip-mining to a mystcraft world, though.

@ Cannon Fodder: Power lines/pipes could simply be put two blocks underground to conceal them, or something. Most, if not all, of the machine structures can be housed inside buildings.

-----

Anyone else exited about the Twilight Forest mod? I'll admit that I knew nothing about it prior to this morning, but it looks awesome.
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Post by CannonFodder Thu Nov 08, 2012 2:49 pm

Is the server still down or is it just me?
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Post by IncoherentOrange Thu Nov 08, 2012 2:59 pm

Twilight Forest looks awesome.
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Post by Harmony Ltd. Thu Nov 08, 2012 3:03 pm

If Adder hasn't told us it's back, then it much probably mean the Router situation hasn't been solved yet. From what I understand it isn't going to be solved before next week.

So we'll have time to play in our singleplayer worlds with the modpack to get familiar with all the new mods before getting into the thick of it.   (PHCC)Minecraft server - Page 8 3796487374


Anyway, here are my proposals concerning Mystcraft :

- Creation of a mystcraft age containing pretty much all the biomes available in ExtraBiome. We'll do our mining operations there, as EB add new blocks like red stone/cobblestone/stone brick, which can be an interesting building block.

- Creation of a "wasteland" age, using the wasteland-related biomes from Extra-biome. I think if people want to re-create Hoofington that's where it should take place.

- Very hard limits on the number of other Mystcraft ages people can create. Ideally, I think anyone wanting to create a new ages should ask the others before doing so and justify before them the reasons why they want to do it. This to avoid a depopulation of the Overworld AND to avoid having the server die of too many things to compute at once.
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Post by CannonFodder Thu Nov 08, 2012 3:14 pm

Harmony Ltd. wrote:- Creation of a "wasteland" age, using the wasteland-related biomes from Extra-biome. I think if people want to re-create Hoofington that's where it should take place.
I could probably recreate hoofington within a month, cause I'm not even going to bother with trying to level the ground. I've learned trying to make a entire biome worth's completely and totally level takes far too long. Powering it and wiring it will be another thing.


If someone has a map of hoofington or such I could probably get it pretty close.
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Post by Harmony Ltd. Thu Nov 08, 2012 3:49 pm

Well, I don't know what you'd want to power in the ruins of a dead city.

I mean, it isn't as if any of the mod offered thing like automated defence turrets or things like that (apart from Portal Gun's turrets, but they are totally useless).

Though you could trap some areas with Tesla coils, or have some places be surrounded by forcefields... Heh. Could be a thing.



One thing I could see is The Core being totally surrounded by a giant set of forcefields with the upgrades that pretty much insta-kill any mob and/or unauthorized players. And setting inside it the REALLY crazy and overpowered factories (like a quantum suit and mining laser factory, or "robots" assembly lines...), and have everything inside The Core be as close as fully automated as possible.
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Post by Ketchup Thu Nov 08, 2012 4:17 pm

All this mod stuff makes me uneasy, it could change the city drastically, and I won't know what everything does like I pretty much do now with Vanilla, and I like knowing my games.

Being said, I'm also excited.
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Post by Necr0maNceR Thu Nov 08, 2012 5:03 pm

I've decided to compile links to the info pages for all the mods for everyone's convenience.

Industrial Craft 2
Twilight Forest
Forestry
Mystcraft
Railcraft
Buildcraft
ComputerCraft
Greg tech
Thermal Expansion
Factorization
Steve's Carts
Modular Force Field System (I can't find a proper recipe page for this. Only videos.)
ExtraBiomesXL
IC2 Nuclear control
Rei's minimap
Advanced machines
Iron Chest
Ender Storage
Advanced solar panels
NEI

(keep in mind that NEI will provide crafting recipes for everything while you are playing)
-----

As far as Mystcraft ages go, I mostly agree, except we might want separate ages for strip mining and building (since quarries and such can really destroy a landscape). Of course, if we space things out far enough, it won't really be a problem. Plus, we'll want to do most of our building in the overworld anyways.
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Post by Harmony Ltd. Thu Nov 08, 2012 5:14 pm

You know you can put quarries underground, right ?

Just put the BC quarry block at Y level 55 or so, and all the digging will be done underground without any hole at the Surface level (the quarry will automatically clear the space it needs to operate the "crane"). The only problem is that unless you put some blocks of water in place to drown the quarry hole (which is recommended anyway to be able to ignore lava-lakes and mine obsidian), mobs are going to spawn.


Alternatively, you can put the Quarries in an Ocean Biome somewhere in the age.
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Post by Necr0maNceR Thu Nov 08, 2012 5:23 pm

Yeah, it is a bit less convenient, though. Unless you are just mining the diamond layer. Besides, as I said, if we put them far enough away it won't matter.

Also regarding quarrying underground, it will be a great tool for clearing a large underground area for building.
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Post by CannonFodder Thu Nov 08, 2012 7:33 pm

Harmony Ltd. wrote:Well, I don't know what you'd want to power in the ruins of a dead city.

I mean, it isn't as if any of the mod offered thing like automated defence turrets or things like that (apart from Portal Gun's turrets, but they are totally useless).

Though you could trap some areas with Tesla coils, or have some places be surrounded by forcefields... Heh. Could be a thing.



One thing I could see is The Core being totally surrounded by a giant set of forcefields with the upgrades that pretty much insta-kill any mob and/or unauthorized players. And setting inside it the REALLY crazy and overpowered factories (like a quantum suit and mining laser factory, or "robots" assembly lines...), and have everything inside The Core be as close as fully automated as possible.
With permission is willing give me a couple of zombie spawners for ghouls in the tunnel system when I eventually get it together. There's a trick with zombie spawners and water to where you can get them constantly to spawn in insane numbers. Once that is up and the tunnels are set you'd have to be insane to go down there.


Actually I just had a brilliant idea. Rather than making the entire area level and having to dig out the tunnels we could just plop down a quarry at the maximum size they can be, have it to where it's just below your feet, and build on top of the single block height above it while it excavates. Sure it'd take like three days to finish, but once it's done we'll have all the material we'll ever need and we wouldn't have to dig out the tunnel system, we could just build it.
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Post by Ketchup Thu Nov 08, 2012 10:31 pm

We can't have zombie-filled sewers because the villagers freak out.
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Post by Necr0maNceR Thu Nov 08, 2012 11:03 pm

I don't think we'll want to put any villagers in The Core.

That actually reminds me of ghoul city in Canterlot. When I reached that part of the chapter, Canterlot lost a good deal of it's image of danger/terror in my opinion. I mean, it was supposed to be a deathtrap. Ghoul city kind of ruined that feeling for me, since it was an area of safety and calm that was totally out of place. It would be 1000 times more out of place for there to be a village in The Core.

Regarding zombie tunnels, it's worth noting that too many zombies could crash the server (like what I accidentally did) if we're not careful.
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Post by CannonFodder Fri Nov 09, 2012 1:19 am

Necr0maNceR wrote:Regarding zombie tunnels, it's worth noting that too many zombies could crash the server (like what I accidentally did) if we're not careful.
I honestly did not know that. It's good that you told me now, otherwise that would have ended very badly.
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Post by Ketchup Fri Nov 09, 2012 1:49 am

Oh, and zombies in groups make a LOT of noise. You do need a lot of zombies to crash the server.
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Post by CannonFodder Fri Nov 09, 2012 2:21 am

Ketchup wrote:Oh, and zombies in groups make a LOT of noise. You do need a lot of zombies to crash the server.
So what do you folks think about rather than having to dig out all the tunnels and trying to make the area flat to just use a extremely large quarry about three blocks down? It'd take a couple of days to finish, but it'd take far less effort to actually do since we wouldn't need to actually dig out the tunnels.
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Post by Harmony Ltd. Fri Nov 09, 2012 3:21 am

Excavation like that would be done quicker, easier, and with better control with IC2 mining laser.
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Post by CannonFodder Fri Nov 09, 2012 4:33 am

Harmony Ltd. wrote:Excavation like that would be done quicker, easier, and with better control with IC2 mining laser.
Okay, but we'll still need a quarry for iron, gold and the like at least until equivalent exchange comes out for the modpack. Once EE is out we can just use some condensors, collectors and relays to make raw material.
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Post by Harmony Ltd. Fri Nov 09, 2012 8:50 am

We will have quarries, no problem.


As for EE, you should try to read this thread from the beginning to get my take and other's on the idea.
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