World of Dragons 1.11.2-2.5.0

Noteable Thoughts

1.11.2 FORGE now on build 2476.

Fixed my spawn protection to only process the player events we wish to cancel, ie what ever is in the config. Eating and reading is now possible in the spawn region.

I have begun work on getting you guys a start book. Currently if you want to know what is up, read the overview page.

Universal

Updated

Updated

 

Kinguin - Save on Every Game 468x60

 

 

SkyBlock: Godless v15

Why?!!! :reeeeeeeeee:

Was informed that if Bloodmoon occurs too early during your sky island development you face the very real possibility of your island being nuked by creepers while you wait to respawn. So I have removed it.

Added the rest of my 1.12 mods to this pack, except for No Op Spawn Protection,  I need to redesign that one to be able to work server-side with client optional.

Universal

Updated

Added

Removed

  • Bloodmoon

Client

Updated

 

Kinguin - Save on Every Game 468x60

 

 

World of Dragons 2.4.0 ModPack

A Maintenance Update

Forge updated to build 1.11.2-13.20.1.2454.

Available on the TwitchApp

Universal

Updated

Added

Client

Updated

 

 

 

Colonial Expansion 1.12-6.6.0.48

Duckcraft no longer kicks!

I had to throw my weight around, I didn’t want to do it. But I guess it worked. Because he said he released a fix for it.

  • Added Crafttweaker and ExternalTweaker support. If you want to help me resolve recipe conflicts please do so and send me the scripts, I’ll list you as a contributor.

Universal

Updated

Added

Removed

  • Simple Bedrolls because they only reset the day not advance it!
  • Passable leaves because it messes with the Lumberjack

Client

Updated

 

 

 

Colonial Expansion 1.12-6.5.0.47 – DIET PLAN –

Trimming some Fat

I’ve been looking for a way to cut some of that Fat I added in the last month and Covers1634 provided just such a method. Turns out that CodeChickenLib is implicated in a Batching Chunk Error. Implicated heavily. He has marked previous bug reports as invalid and won’t fix and can’t duplicate. However, it has crept up on my server too and he was first made aware of it back in 1.11.2. Now all of the mods that we were using that ultimately depended on that lib will be removed. I just lost a bunch of players because of the error. I think the matter easily speaks for itself.

The modpack creator of All The Mods 3 chimed and said it was Pam’s Harvestcraft causing the issue. I have Pam’s, we’ll remove Pam’s. I check to see if anyone reported the error that ATM3 referred to and yes there was a report, not a very good report, but possibly good enough. There’s no comment from Pam on any of her bug reports, is she even reading them?

I don’t care if people think I’m being inflammatory or hostile in my comments. I have packs that need care and when I go to a mod author’s issue page and when there are more than 1 reports of an issue I expect to see something more than any of “can’t fix, can’t duplicate, won’t fix” etc. For just one occurrence that is all fine and dandy. But when a second and then a third or more come in, you’ve got to do something. Even if that means changing your code to be more spamming and asking for people’s worlds and whatever else it would take to help you get to the bottom of it.

So for this version we are only going to remove Pam’s Harvestcraft and hopefully that won’t generate any batching chunk errors.

Universal

Updated

Added

Removed

  • Pam’s Harvestcraft – supposedly the cause for chunk batching errors
  • Water Power – has dusts that override those from thermal expansion

Client

Updated

 

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Colonial Expansion 1.12-6.4.0.46

Holy Cow BatFrog!

No! There is not a new mob in the game! But upon logging on to the production server, what did a behold but a colony sitting at spawn preventing me from doing anything except running through it.

I checked the configs for the mod and it appeared as if I had it set to make you go 2000 blocks out before placing the townhall or supply chest. This did work in the 1.11.2 version of the pack and the Minecolonies mod. I was informed by Raycoms the author of the mod that was technically a glitch and the settings are for the /rtp command.

Then I questioned, why was the spawn protection in the server.properties file not working and it turns out that in 1.8 Mojang made a change. If no one is assigned op at the time the server world is created, the spawn protection setting will be ignored. Creating an op later on will not enable it.

Shit!

That explains the occasional spawn grief and player builds at spawn that I have detected in the last two years. Because sometimes I’m not op when I create server worlds. The setting should be enough!

So, yesterday I created “No Op Spawn Protection“. A mod that is installed server and client side that gives you one option in the config. The spawn protection setting from the server.properties file. Not sure what Mojang’s range for the protection was, but I gave you a range from 0 thru to 10,000. The mod will allow creative players to build within the protected area. I will be adding features to this mod as we progress in using it. I have to test if redstone circuits can be utilized as well doors and chests. And then later I’ll add blacklist/whilelist capability for objects. And I expect it’ll get tedious, so I’ll add /commands to allow configuring it while in the game.

Also, I took even more ownership of my fork of “Bad Wither No Cookie!” mod which is now known as “Bad Wither No Cookie! Reloaded“. And I might even begin porting it to the lower tiers such as 1.10.2, 1.9.4, 1.8.9, etc, because it now contains features the original mod author Droidicus never added. I added Thunder Silencing and Log Message Silencing.

Universal

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Added

 

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Colonial Expansion 1.12-6.3.0.45

I like flaky chicken, not flaky mods!

 

Universal

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Removed

  • Removed the following because when run on a windows platform they error and crash, in Linux they do not. Therefore I’m not even sure giving out the crash report will help anyone.
    • Industrial Foregoing
    • Tesla Core Lib
    • Tesla Powered Thingies

Client

Updated

 

 

 

Sky Colony now on Forge 1.12 – 2443

CC0 Public Domain Linkback: http://maxpixel.freegreatpicture.com/Fish-Angling-Boat-Angler-Bait-Catch-Fishing-Hook-1296437

The Changes

Forge upgraded to 1.12-14.21.1.2443!

Universal

Updated

Added

Casualties (they didn’t update to 1.12)

  • Better Achievements
  • Compat Layer
  • Enderthing
  • Faster Ladder Climbing
  • Giacomo’s Foundry
  • Giacomo’s Bookshelf
  • Helpfixer
  • Omlib
  • Open Modular Defense & Turrets
  • Rope Bridge
  • No More Recipe Conflicts
  • Terracart
  • Twerk Sim 2k16
  • Woot
  • Fast Leaf Decay

Prisoner of War (World Ending Bugs)

  • Creative Core & therefore also Online Picture Frame

Client

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Added

 

 

 

Colonial Expansion 1.12-6.2.0.43

Some updates is all before I put this on 1.12.1

Universal

Updated

Client

Updated

 

 

Technic Distribution Servers & My Scripts for Them

A Technic Distribution Server is a wonderful way to distribute a Minecraft modpack. Currently no other launcher supports the one major feature of this server. That feature that even the Curse (now TwitchApp) launcher lacks is incremental updating of client level modpacks. What that means is if you have distributed a modpack with 100 mods in it and only 5 of them updated. The players using your modpack from a properly configured Technic Solder Distribution Server such as the setup I describe on my pages here at KreezCraft.com will only automatically download just those 5 mods. On every other launcher out the players will download the other 95 mods regardless if they have the same versions or not. This means that updates via an intelligently installed Technic Solder Distribution Server go very fast.

My scripts as detailed on my pages for Technic Solder Distribution Server are for maintaining a server in this exact mode. They are not meant to make a large zip file that you will then distribute one time to all of your highschool and college friends. My scripts are designed to help you to update your Technic Solder Distribution Server, update the packs you are watching in it very easily and get on with your life. My scripts help you to main a proper and highly professional distribution system.

If you are looking to make a fat zip, my Technic Solder Scripts and my instructions are not for you.

NOTE: While this is a rant, I did have to get it off my chest. A programmer was trying to tell me that main script for this particular project had failed. Being a programmer he should’ve known how to explain better. But just kept repeating the same thing over and over. Being a programmer myself I got very frustrated and felt this post was needed.

Long story, short, the script is failing and, and yeah, it’s not creating the zipfile like it should. I have created a GitHub entry for anyone that would like to help me fix it. I’ve done some work on it today and now am also quite frustrated with it. I guess that I would’ve been working had I not left the Technic Solder scene, but I did, because Curse Launcher now TwitchApp matured and is the best damn tool out for building modpacks and distributing them. Granted it doesn’t do incremental and its really kludgy if the mod is not on Curse because of all of the extra perms and stuff and where they have to be and this and that and the other whereas if it’s on curse, you add it, you are done with it. But hey if a mod isn’t on Curse it isn’t worth having anyways.

https://github.com/kreezxil/Technic-Solder-Support